Drunk Shader (#8910)

Co-authored-by: Kara D <lunarautomaton6@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Leon Friedrich
2022-06-23 16:33:25 +12:00
committed by GitHub
parent bf489adb91
commit c25f2e6283
19 changed files with 395 additions and 4 deletions

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using Content.Shared.Drunk;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Drunk;
public sealed class DrunkOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _drunkShader;
public float CurrentBoozePower = 0.0f;
private const float VisualThreshold = 10.0f;
private const float PowerDivisor = 250.0f;
private float _visualScale = 0;
public DrunkOverlay()
{
IoCManager.InjectDependencies(this);
_drunkShader = _prototypeManager.Index<ShaderPrototype>("Drunk").InstanceUnique();
}
protected override void FrameUpdate(FrameEventArgs args)
{
var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<DrunkComponent>(playerEntity)
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
return;
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
if (!statusSys.TryGetTime(playerEntity.Value, SharedDrunkSystem.DrunkKey, out var time, status))
return;
var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
CurrentBoozePower += (timeLeft - CurrentBoozePower) * args.DeltaSeconds / 16f;
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
_visualScale = BoozePowerToVisual(CurrentBoozePower);
return _visualScale > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_drunkShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_drunkShader.SetParameter("boozePower", _visualScale);
handle.UseShader(_drunkShader);
handle.DrawRect(args.WorldBounds, Color.White);
}
/// <summary>
/// Converts the # of seconds the drunk effect lasts for (booze power) to a percentage
/// used by the actual shader.
/// </summary>
/// <param name="boozePower"></param>
private float BoozePowerToVisual(float boozePower)
{
return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
}
}

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using Content.Shared.Drunk;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
namespace Content.Client.Drunk;
public sealed class DrunkSystem : SharedDrunkSystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private DrunkOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DrunkComponent, ComponentInit>(OnDrunkInit);
SubscribeLocalEvent<DrunkComponent, ComponentShutdown>(OnDrunkShutdown);
SubscribeLocalEvent<DrunkComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<DrunkComponent, PlayerDetachedEvent>(OnPlayerDetached);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, DrunkComponent component, PlayerAttachedEvent args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, DrunkComponent component, PlayerDetachedEvent args)
{
_overlay.CurrentBoozePower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
private void OnDrunkInit(EntityUid uid, DrunkComponent component, ComponentInit args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
_overlayMan.AddOverlay(_overlay);
}
private void OnDrunkShutdown(EntityUid uid, DrunkComponent component, ComponentShutdown args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
{
_overlay.CurrentBoozePower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}
}

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using Content.Shared.Speech.EntitySystems;
namespace Content.Client.Speech.EntitySystems;
public sealed class SlurredSystem : SharedSlurredSystem
{
}