using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs.State; using Robust.Client.Graphics.Drawing; using Robust.Client.Graphics.Overlays; using Robust.Client.Graphics.Shaders; using Robust.Client.Interfaces.Graphics.ClientEye; using Robust.Client.Player; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.Prototypes; namespace Content.Client.Graphics.Overlays { public class GradientCircleMaskOverlay : Overlay { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; public override OverlaySpace Space => OverlaySpace.WorldSpace; private readonly ShaderInstance _shader; public GradientCircleMaskOverlay() : base(nameof(GradientCircleMaskOverlay)) { IoCManager.InjectDependencies(this); _shader = _prototypeManager.Index("GradientCircleMask").Instance(); } public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) { var playerEntity = pm.LocalPlayer?.ControlledEntity; if (playerEntity == null) { return false; } if (playerEntity.TryGetComponent(out var mobState)) { if (critical) if (mobState.IsCritical()) return true; if (dead) if (mobState.IsDead()) return true; } return false; } protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace) { if (!LocalPlayerHasState(_playerManager, true, false)) return; handle.UseShader(_shader); var worldHandle = (DrawingHandleWorld)handle; var viewport = _eyeManager.GetWorldViewport(); worldHandle.DrawRect(viewport, Color.White); } } }