OverlayManager refactor and Flash (#1218)

* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs

* Add flash icons, sounds

* Progress

* Multiple overlays without enums

* This is probably the worst way to do this IDK

* Remove nullable reference type

* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down

* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out

* Remove unused interface
This commit is contained in:
R. Neuser
2020-07-06 16:37:39 -05:00
committed by GitHub
parent b35333d366
commit 88f49961d8
24 changed files with 647 additions and 85 deletions

View File

@@ -1,4 +1,5 @@
using Robust.Client.Graphics.Drawing;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Client.Graphics.Drawing;
using Robust.Client.Graphics.Overlays;
using Robust.Client.Graphics.Shaders;
using Robust.Client.Interfaces.Graphics.ClientEye;
@@ -17,7 +18,7 @@ namespace Content.Client.Graphics.Overlays
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public CircleMaskOverlay() : base(nameof(CircleMaskOverlay))
public CircleMaskOverlay() : base(nameof(OverlayType.CircleMaskOverlay))
{
IoCManager.InjectDependencies(this);
Shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();