using Content.Shared.Drowsiness; using Content.Shared.StatusEffectNew; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Enums; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client.Drowsiness; public sealed class DrowsinessOverlay : Overlay { private static readonly ProtoId Shader = "Drowsiness"; [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IEntitySystemManager _sysMan = default!; [Dependency] private readonly IGameTiming _timing = default!; private readonly StatusEffectsSystem _statusEffects = default!; public override OverlaySpace Space => OverlaySpace.WorldSpace; public override bool RequestScreenTexture => true; private readonly ShaderInstance _drowsinessShader; public float CurrentPower = 0.0f; private const float PowerDivisor = 250.0f; private const float Intensity = 0.2f; // for adjusting the visual scale private float _visualScale = 0; // between 0 and 1 public DrowsinessOverlay() { IoCManager.InjectDependencies(this); _statusEffects = _sysMan.GetEntitySystem(); _drowsinessShader = _prototypeManager.Index(Shader).InstanceUnique(); } protected override void FrameUpdate(FrameEventArgs args) { var playerEntity = _playerManager.LocalEntity; if (playerEntity == null) return; if (!_statusEffects.TryGetEffectsEndTimeWithComp(playerEntity, out var endTime)) return; endTime ??= TimeSpan.MaxValue; var timeLeft = (float)(endTime - _timing.CurTime).Value.TotalSeconds; CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1); } protected override bool BeforeDraw(in OverlayDrawArgs args) { if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp)) return false; if (args.Viewport.Eye != eyeComp.Eye) return false; _visualScale = Math.Clamp(CurrentPower / PowerDivisor, 0.0f, 1.0f); return _visualScale > 0; } protected override void Draw(in OverlayDrawArgs args) { if (ScreenTexture == null) return; var handle = args.WorldHandle; _drowsinessShader.SetParameter("SCREEN_TEXTURE", ScreenTexture); _drowsinessShader.SetParameter("Strength", _visualScale * Intensity); handle.UseShader(_drowsinessShader); handle.DrawRect(args.WorldBounds, Color.White); handle.UseShader(null); } }