Validate ShaderPrototype IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later
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@@ -9,6 +9,8 @@ namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
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public sealed class DamageOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> CircleMaskShader = "GradientCircleMask";
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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@@ -49,9 +51,9 @@ public sealed class DamageOverlay : Overlay
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{
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// TODO: Replace
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IoCManager.InjectDependencies(this);
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_oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_oxygenShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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_critShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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_bruteShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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}
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protected override void Draw(in OverlayDrawArgs args)
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