Task/fix nightvision huds (#26726)
* StatusIcon: add field to set if icon should be rendered with shading * set/unset shader based on icon field * set new field to true for hud icons * re-shade health bars
This commit is contained in:
@@ -19,7 +19,6 @@ namespace Content.Client.Overlays;
|
||||
/// </summary>
|
||||
public sealed class EntityHealthBarOverlay : Overlay
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototype = default!;
|
||||
private readonly IEntityManager _entManager;
|
||||
private readonly SharedTransformSystem _transform;
|
||||
private readonly MobStateSystem _mobStateSystem;
|
||||
@@ -27,17 +26,14 @@ public sealed class EntityHealthBarOverlay : Overlay
|
||||
private readonly ProgressColorSystem _progressColor;
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
|
||||
public HashSet<string> DamageContainers = new();
|
||||
private readonly ShaderInstance _shader;
|
||||
|
||||
public EntityHealthBarOverlay(IEntityManager entManager)
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
_entManager = entManager;
|
||||
_transform = _entManager.System<SharedTransformSystem>();
|
||||
_mobStateSystem = _entManager.System<MobStateSystem>();
|
||||
_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
|
||||
_progressColor = _entManager.System<ProgressColorSystem>();
|
||||
_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
@@ -50,8 +46,6 @@ public sealed class EntityHealthBarOverlay : Overlay
|
||||
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
|
||||
var rotationMatrix = Matrix3.CreateRotation(-rotation);
|
||||
|
||||
handle.UseShader(_shader);
|
||||
|
||||
var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
|
||||
while (query.MoveNext(out var uid,
|
||||
out var mobThresholdsComponent,
|
||||
@@ -122,7 +116,6 @@ public sealed class EntityHealthBarOverlay : Overlay
|
||||
handle.DrawRect(pixelDarken, Black.WithAlpha(128));
|
||||
}
|
||||
|
||||
handle.UseShader(null);
|
||||
handle.SetTransform(Matrix3.Identity);
|
||||
}
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@ using Content.Shared.StatusIcon.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.Enums;
|
||||
using System.Numerics;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Timing;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Content.Client.StatusIcon;
|
||||
|
||||
@@ -18,7 +18,7 @@ public sealed class StatusIconOverlay : Overlay
|
||||
private readonly SpriteSystem _sprite;
|
||||
private readonly TransformSystem _transform;
|
||||
private readonly StatusIconSystem _statusIcon;
|
||||
private readonly ShaderInstance _shader;
|
||||
private readonly ShaderInstance _unshadedShader;
|
||||
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
|
||||
|
||||
@@ -29,7 +29,7 @@ public sealed class StatusIconOverlay : Overlay
|
||||
_sprite = _entity.System<SpriteSystem>();
|
||||
_transform = _entity.System<TransformSystem>();
|
||||
_statusIcon = _entity.System<StatusIconSystem>();
|
||||
_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
|
||||
_unshadedShader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
@@ -42,8 +42,6 @@ public sealed class StatusIconOverlay : Overlay
|
||||
var scaleMatrix = Matrix3.CreateScale(new Vector2(1, 1));
|
||||
var rotationMatrix = Matrix3.CreateRotation(-eyeRot);
|
||||
|
||||
handle.UseShader(_shader);
|
||||
|
||||
var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent, MetaDataComponent>();
|
||||
while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform, out var meta))
|
||||
{
|
||||
@@ -111,11 +109,16 @@ public sealed class StatusIconOverlay : Overlay
|
||||
|
||||
}
|
||||
|
||||
if (proto.IsShaded)
|
||||
handle.UseShader(null);
|
||||
else
|
||||
handle.UseShader(_unshadedShader);
|
||||
|
||||
var position = new Vector2(xOffset, yOffset);
|
||||
handle.DrawTexture(texture, position);
|
||||
}
|
||||
}
|
||||
|
||||
handle.UseShader(null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,6 +46,12 @@ public partial class StatusIconData : IComparable<StatusIconData>
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public int Offset = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Sets if the icon should be rendered with or without the effect of lighting.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public bool IsShaded = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,32 +1,35 @@
|
||||
- type: statusIcon
|
||||
id: HealthIconFine
|
||||
id: HealthIcon
|
||||
abstract: true
|
||||
priority: 1
|
||||
locationPreference: Right
|
||||
isShaded: true
|
||||
|
||||
- type: statusIcon
|
||||
parent: HealthIcon
|
||||
id: HealthIconFine
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/health_icons.rsi
|
||||
state: Fine
|
||||
locationPreference: Right
|
||||
|
||||
- type: statusIcon
|
||||
id: HealthIconCritical
|
||||
priority: 1
|
||||
parent: HealthIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/health_icons.rsi
|
||||
state: Critical
|
||||
locationPreference: Right
|
||||
|
||||
- type: statusIcon
|
||||
id: HealthIconDead
|
||||
priority: 1
|
||||
parent: HealthIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/health_icons.rsi
|
||||
state: Dead
|
||||
locationPreference: Right
|
||||
|
||||
- type: statusIcon
|
||||
id: HealthIconRotting
|
||||
priority: 1
|
||||
parent: HealthIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/health_icons.rsi
|
||||
state: Rotting
|
||||
locationPreference: Right
|
||||
|
||||
|
||||
@@ -1,49 +1,57 @@
|
||||
#Hunger
|
||||
- type: statusIcon
|
||||
id: HungerIconOverfed
|
||||
id: HungerIcon
|
||||
abstract: true
|
||||
priority: 5
|
||||
locationPreference: Right
|
||||
isShaded: true
|
||||
|
||||
- type: statusIcon
|
||||
id: HungerIconOverfed
|
||||
parent: HungerIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/food_icons.rsi
|
||||
state: overfed
|
||||
locationPreference: Right
|
||||
|
||||
- type: statusIcon
|
||||
id: HungerIconPeckish
|
||||
priority: 5
|
||||
parent: HungerIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/food_icons.rsi
|
||||
state: peckish
|
||||
locationPreference: Right
|
||||
|
||||
- type: statusIcon
|
||||
id: HungerIconStarving
|
||||
priority: 5
|
||||
parent: HungerIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/food_icons.rsi
|
||||
state: starving
|
||||
locationPreference: Right
|
||||
|
||||
#Thirst
|
||||
- type: statusIcon
|
||||
id: ThirstIconOverhydrated
|
||||
id: ThirstIcon
|
||||
abstract: true
|
||||
priority: 5
|
||||
locationPreference: Left
|
||||
isShaded: true
|
||||
|
||||
- type: statusIcon
|
||||
id: ThirstIconOverhydrated
|
||||
parent: ThirstIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/food_icons.rsi
|
||||
state: overhydrated
|
||||
locationPreference: Left
|
||||
|
||||
- type: statusIcon
|
||||
id: ThirstIconThirsty
|
||||
priority: 5
|
||||
parent: ThirstIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/food_icons.rsi
|
||||
state: thirsty
|
||||
locationPreference: Left
|
||||
|
||||
- type: statusIcon
|
||||
id: ThirstIconParched
|
||||
priority: 5
|
||||
parent: ThirstIcon
|
||||
icon:
|
||||
sprite: /Textures/Interface/Misc/food_icons.rsi
|
||||
state: parched
|
||||
locationPreference: Left
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
abstract: true
|
||||
priority: 1
|
||||
locationPreference: Right
|
||||
isShaded: true
|
||||
|
||||
- type: statusIcon
|
||||
parent: JobIcon
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
priority: 2
|
||||
offset: 1
|
||||
locationPreference: Right
|
||||
isShaded: true
|
||||
|
||||
- type: statusIcon
|
||||
parent: SecurityIcon
|
||||
|
||||
Reference in New Issue
Block a user