Made all overlays compatible with the new Overlay changes in engine.

This commit is contained in:
Acruid
2020-07-31 14:01:34 -07:00
parent 7a983062a9
commit 86f74b35d1
7 changed files with 25 additions and 15 deletions

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.AI;
@@ -174,6 +174,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
// TODO: Add a box like the debug one and show the most recent path stuff
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
private readonly ShaderInstance _shader;
public PathfindingDebugMode Modes { get; set; } = PathfindingDebugMode.None;
@@ -202,7 +203,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
public DebugPathfindingOverlay() : base(nameof(DebugPathfindingOverlay))
{
Shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
_eyeManager = IoCManager.Resolve<IEyeManager>();
_playerManager = IoCManager.Resolve<IPlayerManager>();
}
@@ -455,13 +456,14 @@ namespace Content.Client.GameObjects.EntitySystems.AI
#endregion
protected override void Draw(DrawingHandleBase handle)
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
if (Modes == 0)
{
return;
}
handle.UseShader(_shader);
var screenHandle = (DrawingHandleScreen) handle;
var viewport = _eyeManager.GetWorldViewport();