Made all overlays compatible with the new Overlay changes in engine.
This commit is contained in:
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Threading;
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using System.Threading;
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using Content.Shared.GameObjects.Components.Weapons;
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using Content.Shared.GameObjects.Components.Weapons;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Drawing;
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@@ -116,7 +116,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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Duration = duration;
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Duration = duration;
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}
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}
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protected override void Draw(DrawingHandleBase handle)
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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{
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var elapsedTime = (_timer.CurTime - StartTime).TotalSeconds;
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var elapsedTime = (_timer.CurTime - StartTime).TotalSeconds;
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if (elapsedTime > Duration)
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if (elapsedTime > Duration)
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Content.Shared.AI;
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using Content.Shared.AI;
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@@ -174,6 +174,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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// TODO: Add a box like the debug one and show the most recent path stuff
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// TODO: Add a box like the debug one and show the most recent path stuff
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _shader;
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public PathfindingDebugMode Modes { get; set; } = PathfindingDebugMode.None;
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public PathfindingDebugMode Modes { get; set; } = PathfindingDebugMode.None;
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@@ -202,7 +203,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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public DebugPathfindingOverlay() : base(nameof(DebugPathfindingOverlay))
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public DebugPathfindingOverlay() : base(nameof(DebugPathfindingOverlay))
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{
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{
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Shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
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_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
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_eyeManager = IoCManager.Resolve<IEyeManager>();
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_eyeManager = IoCManager.Resolve<IEyeManager>();
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_playerManager = IoCManager.Resolve<IPlayerManager>();
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_playerManager = IoCManager.Resolve<IPlayerManager>();
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}
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}
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@@ -455,13 +456,14 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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#endregion
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#endregion
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protected override void Draw(DrawingHandleBase handle)
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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{
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if (Modes == 0)
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if (Modes == 0)
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{
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{
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return;
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return;
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}
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}
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handle.UseShader(_shader);
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var screenHandle = (DrawingHandleScreen) handle;
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var screenHandle = (DrawingHandleScreen) handle;
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var viewport = _eyeManager.GetWorldViewport();
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var viewport = _eyeManager.GetWorldViewport();
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@@ -17,15 +17,17 @@ namespace Content.Client.Graphics.Overlays
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#pragma warning restore 649
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#pragma warning restore 649
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public CircleMaskOverlay() : base(nameof(SharedOverlayID.CircleMaskOverlay))
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public CircleMaskOverlay() : base(nameof(SharedOverlayID.CircleMaskOverlay))
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{
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{
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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Shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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}
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}
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protected override void Draw(DrawingHandleBase handle)
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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{
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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var viewport = _eyeManager.GetWorldViewport();
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worldHandle.DrawRect(viewport, Color.White);
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worldHandle.DrawRect(viewport, Color.White);
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@@ -27,6 +27,7 @@ namespace Content.Client.Graphics.Overlays
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#pragma warning restore 649
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#pragma warning restore 649
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _shader;
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private double _startTime;
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private double _startTime;
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private int lastsFor = 5000;
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private int lastsFor = 5000;
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private Texture _screenshotTexture;
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private Texture _screenshotTexture;
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@@ -34,7 +35,7 @@ namespace Content.Client.Graphics.Overlays
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public FlashOverlay() : base(nameof(SharedOverlayID.FlashOverlay))
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public FlashOverlay() : base(nameof(SharedOverlayID.FlashOverlay))
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{
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{
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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Shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
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_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
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_startTime = _gameTiming.CurTime.TotalMilliseconds;
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_startTime = _gameTiming.CurTime.TotalMilliseconds;
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_displayManager.Screenshot(ScreenshotType.BeforeUI, image =>
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_displayManager.Screenshot(ScreenshotType.BeforeUI, image =>
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@@ -44,10 +45,11 @@ namespace Content.Client.Graphics.Overlays
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});
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});
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}
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}
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protected override void Draw(DrawingHandleBase handle)
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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{
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handle.UseShader(_shader);
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var percentComplete = (float) ((_gameTiming.CurTime.TotalMilliseconds - _startTime) / lastsFor);
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var percentComplete = (float) ((_gameTiming.CurTime.TotalMilliseconds - _startTime) / lastsFor);
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Shader?.SetParameter("percentComplete", percentComplete);
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_shader?.SetParameter("percentComplete", percentComplete);
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var screenSpaceHandle = handle as DrawingHandleScreen;
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var screenSpaceHandle = handle as DrawingHandleScreen;
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var screenSize = UIBox2.FromDimensions((0, 0), _displayManager.ScreenSize);
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var screenSize = UIBox2.FromDimensions((0, 0), _displayManager.ScreenSize);
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@@ -16,15 +16,17 @@ namespace Content.Client.Graphics.Overlays
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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#pragma warning restore 649
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#pragma warning restore 649
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public GradientCircleMaskOverlay() : base(nameof(SharedOverlayID.GradientCircleMaskOverlay))
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public GradientCircleMaskOverlay() : base(nameof(SharedOverlayID.GradientCircleMaskOverlay))
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{
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{
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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Shader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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_shader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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}
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}
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protected override void Draw(DrawingHandleBase handle)
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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{
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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var viewport = _eyeManager.GetWorldViewport();
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worldHandle.DrawRect(viewport, Color.White);
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worldHandle.DrawRect(viewport, Color.White);
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@@ -26,11 +26,12 @@ namespace Content.Client.Parallax
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private Texture _parallaxTexture;
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private Texture _parallaxTexture;
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public override OverlaySpace Space => OverlaySpace.ScreenSpaceBelowWorld;
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public override OverlaySpace Space => OverlaySpace.ScreenSpaceBelowWorld;
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private readonly ShaderInstance _shader;
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public ParallaxOverlay() : base(nameof(ParallaxOverlay))
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public ParallaxOverlay() : base(nameof(ParallaxOverlay))
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{
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{
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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Shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
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_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
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if (_parallaxManager.ParallaxTexture == null)
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if (_parallaxManager.ParallaxTexture == null)
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{
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{
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@@ -42,13 +43,14 @@ namespace Content.Client.Parallax
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}
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}
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}
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}
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protected override void Draw(DrawingHandleBase handle)
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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{
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if (_parallaxTexture == null)
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if (_parallaxTexture == null)
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{
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{
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return;
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return;
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}
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}
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handle.UseShader(_shader);
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var screenHandle = (DrawingHandleScreen) handle;
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var screenHandle = (DrawingHandleScreen) handle;
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var (sizeX, sizeY) = _parallaxTexture.Size;
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var (sizeX, sizeY) = _parallaxTexture.Size;
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Submodule RobustToolbox updated: f0c59f21b0...a5125a0561
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