ParallaxControl UI Dehardcode (#36071)

* Parallax Control Improve

* Update MainMenuControl.xaml

* PJBControl.cs
This commit is contained in:
Ed
2025-04-13 15:44:44 +03:00
committed by GitHub
parent f61bbebb7f
commit 5f78b72763
7 changed files with 41 additions and 11 deletions

View File

@@ -1,7 +1,9 @@
using System.Numerics;
using Content.Client.Parallax.Data;
using Content.Client.Parallax.Managers;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
@@ -17,27 +19,50 @@ public sealed class ParallaxControl : Control
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private string _parallaxPrototype = "FastSpace";
[ViewVariables(VVAccess.ReadWrite)] public Vector2 Offset { get; set; }
[ViewVariables(VVAccess.ReadWrite)] public float SpeedX { get; set; } = 0.0f;
[ViewVariables(VVAccess.ReadWrite)] public float SpeedY { get; set; } = 0.0f;
[ViewVariables(VVAccess.ReadWrite)] public float ScaleX { get; set; } = 1.0f;
[ViewVariables(VVAccess.ReadWrite)] public float ScaleY { get; set; } = 1.0f;
[ViewVariables(VVAccess.ReadWrite)] public string ParallaxPrototype
{
get => _parallaxPrototype;
set
{
_parallaxPrototype = value;
_parallaxManager.LoadParallaxByName(value);
}
}
public ParallaxControl()
{
IoCManager.InjectDependencies(this);
Offset = new Vector2(_random.Next(0, 1000), _random.Next(0, 1000));
RectClipContent = true;
_parallaxManager.LoadParallaxByName("FastSpace");
_parallaxManager.LoadParallaxByName(_parallaxPrototype);
}
protected override void Draw(DrawingHandleScreen handle)
{
foreach (var layer in _parallaxManager.GetParallaxLayers("FastSpace"))
var currentTime = (float) _timing.RealTime.TotalSeconds;
var offset = Offset + new Vector2(currentTime * SpeedX, currentTime * SpeedY);
foreach (var layer in _parallaxManager.GetParallaxLayers(_parallaxPrototype))
{
var tex = layer.Texture;
var texSize = (tex.Size.X * (int) Size.X, tex.Size.Y * (int) Size.X) * layer.Config.Scale.Floored() / 1920;
var texSize = new Vector2i(
(int)(tex.Size.X * Size.X * layer.Config.Scale.X / 1920 * ScaleX),
(int)(tex.Size.Y * Size.X * layer.Config.Scale.Y / 1920 * ScaleY)
);
var ourSize = PixelSize;
var currentTime = (float) _timing.RealTime.TotalSeconds;
var offset = Offset + new Vector2(currentTime * 100f, currentTime * 0f);
//Protection from division by zero.
texSize.X = Math.Max(texSize.X, 1);
texSize.Y = Math.Max(texSize.Y, 1);
if (layer.Config.Tiled)
{