48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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public sealed partial class BlackAndWhiteOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = 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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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _greyscaleShader;
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public BlackAndWhiteOverlay()
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{
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IoCManager.InjectDependencies(this);
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_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
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ZIndex = 10; // draw this over the DamageOverlay, RainbowOverlay etc.
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
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return false;
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if (args.Viewport.Eye != eyeComp.Eye)
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return false;
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_greyscaleShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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handle.UseShader(_greyscaleShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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}
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}
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