Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
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@@ -1,8 +1,10 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Graphics.Shaders;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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@@ -13,18 +15,43 @@ namespace Content.Client.Graphics.Overlays
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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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(GradientCircleMaskOverlay))
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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}
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public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) {
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var playerEntity = pm.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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{
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return false;
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}
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if (playerEntity.TryGetComponent<IMobStateComponent>(out var mobState))
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{
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if (critical)
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if (mobState.IsCritical())
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return true;
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if (dead)
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if (mobState.IsDead())
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return true;
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}
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return false;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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if (!LocalPlayerHasState(_playerManager, true, false))
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return;
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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