using Content.Shared.MobState.Components; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Enums; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.Prototypes; namespace Content.Client.MobState.Overlays { public class CritOverlay : Overlay { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IEntityManager _entities = default!; public override OverlaySpace Space => OverlaySpace.WorldSpace; private readonly ShaderInstance _gradientCircleShader; public CritOverlay() { IoCManager.InjectDependencies(this); _gradientCircleShader = _prototypeManager.Index("GradientCircleMask").Instance(); } public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead, IEntityManager? entities = null) { if (pm.LocalPlayer?.ControlledEntity is not {Valid: true} player) { return false; } IoCManager.Resolve(ref entities); if (entities.TryGetComponent(player, out var mobState)) { if (critical) if (mobState.IsCritical()) return true; if (dead) if (mobState.IsDead()) return true; } return false; } protected override void Draw(in OverlayDrawArgs args) { if (!LocalPlayerHasState(_playerManager, true, false, _entities)) return; var worldHandle = args.WorldHandle; var viewport = _eyeManager.GetWorldViewport(); worldHandle.UseShader(_gradientCircleShader); worldHandle.DrawRect(viewport, Color.White); } } }