* Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later
171 lines
7.1 KiB
C#
171 lines
7.1 KiB
C#
using System.Numerics;
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using Content.Shared.DoAfter;
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using Content.Client.UserInterface.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.Containers;
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namespace Content.Client.DoAfter;
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public sealed class DoAfterOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
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private readonly IEntityManager _entManager;
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private readonly IGameTiming _timing;
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private readonly IPlayerManager _player;
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private readonly SharedTransformSystem _transform;
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private readonly MetaDataSystem _meta;
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private readonly ProgressColorSystem _progressColor;
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private readonly SharedContainerSystem _container;
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private readonly SpriteSystem _sprite;
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private readonly Texture _barTexture;
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private readonly ShaderInstance _unshadedShader;
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/// <summary>
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/// Flash time for cancelled DoAfters
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/// </summary>
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private const float FlashTime = 0.125f;
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// Hardcoded width of the progress bar because it doesn't match the texture.
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private const float StartX = 2;
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private const float EndX = 22f;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing, IPlayerManager player)
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{
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_entManager = entManager;
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_timing = timing;
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_player = player;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
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_container = _entManager.EntitySysManager.GetEntitySystem<SharedContainerSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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_sprite = _entManager.System<SpriteSystem>();
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var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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_unshadedShader = protoManager.Index(UnshadedShader).Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
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const float scale = 1f;
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var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
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var curTime = _timing.CurTime;
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var bounds = args.WorldAABB.Enlarged(5f);
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var localEnt = _player.LocalSession?.AttachedEntity;
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var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
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var enumerator = _entManager.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
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while (enumerator.MoveNext(out var uid, out _, out var comp, out var sprite, out var xform))
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{
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if (xform.MapID != args.MapId)
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continue;
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if (comp.DoAfters.Count == 0)
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continue;
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var worldPosition = _transform.GetWorldPosition(xform, xformQuery);
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if (!bounds.Contains(worldPosition))
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continue;
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// shades the do-after bar if the do-after bar belongs to other players
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// does not shade do-afters belonging to the local player
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if (uid != localEnt)
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handle.UseShader(null);
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else
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handle.UseShader(_unshadedShader);
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// If the entity is paused, we will draw the do-after as it was when the entity got paused.
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var meta = metaQuery.GetComponent(uid);
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var time = meta.EntityPaused
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? curTime - _meta.GetPauseTime(uid, meta)
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: curTime;
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var worldMatrix = Matrix3Helpers.CreateTranslation(worldPosition);
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var scaledWorld = Matrix3x2.Multiply(scaleMatrix, worldMatrix);
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var matty = Matrix3x2.Multiply(rotationMatrix, scaledWorld);
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handle.SetTransform(matty);
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var offset = 0f;
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var isInContainer = _container.IsEntityOrParentInContainer(uid, meta, xform);
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foreach (var doAfter in comp.DoAfters.Values)
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{
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// Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
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var alpha = 1f;
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if (doAfter.Args.Hidden || isInContainer)
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{
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if (uid != localEnt)
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continue;
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// Hints to the local player that this do-after is not visible to other players.
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alpha = 0.5f;
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}
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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var yOffset = _sprite.GetLocalBounds((uid, sprite)).Height / 2f + 0.05f;
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
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yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
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// Draw the underlying bar texture
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handle.DrawTexture(_barTexture, position);
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Color color;
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float elapsedRatio;
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// if we're cancelled then flick red / off.
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if (doAfter.CancelledTime != null)
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{
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var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
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elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
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var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
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color = GetProgressColor(0, flash ? alpha : 0);
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}
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else
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{
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var elapsed = time - doAfter.StartTime;
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elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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color = GetProgressColor(elapsedRatio, alpha);
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}
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var xProgress = (EndX - StartX) * elapsedRatio + StartX;
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var box = new Box2(new Vector2(StartX, 3f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
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box = box.Translated(position);
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handle.DrawRect(box, color);
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offset += _barTexture.Height / scale;
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}
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}
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handle.UseShader(null);
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handle.SetTransform(Matrix3x2.Identity);
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}
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public Color GetProgressColor(float progress, float alpha = 1f)
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{
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return _progressColor.GetProgressColor(progress).WithAlpha(alpha);
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}
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}
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