* Beginnings of singulo shader * LOTS of changes!! * Minor changes * Singulo stuff * Aesthetic changes to singulo * Combining singulo change * ShaderAura uses IEntities now, not IPlayerSession * Fixes? * Fixes draw order for atmos * using fix * Address reviews * nuget.config whaaa * nuget haha * nuget why are you so dum * happy now * Preparing for omegachange * Merge from seventh level of hell * woork * Ignorecomponents add * mmf * RobustToolbox? * Fixes * Fixes Robust? * adds sprite * Nullables * Crit overlay stuff * Commits Robust
65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using Robust.Client.Graphics;
|
|
using Robust.Shared.Enums;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
using SixLabors.ImageSharp;
|
|
using SixLabors.ImageSharp.PixelFormats;
|
|
|
|
namespace Content.Client.Graphics.Overlays
|
|
{
|
|
public class FlashOverlay : Overlay
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly IClyde _displayManager = default!;
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
|
|
private readonly ShaderInstance _shader;
|
|
private double _startTime = -1;
|
|
private double _lastsFor = 1;
|
|
private Texture _screenshotTexture;
|
|
|
|
public FlashOverlay()
|
|
{
|
|
IoCManager.InjectDependencies(this);
|
|
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
|
|
}
|
|
|
|
public void ReceiveFlash(double duration)
|
|
{
|
|
_displayManager.Screenshot(ScreenshotType.BeforeUI, image =>
|
|
{
|
|
var rgba32Image = image.CloneAs<Rgba32>(Configuration.Default);
|
|
_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
|
|
});
|
|
_startTime = _gameTiming.CurTime.TotalSeconds;
|
|
_lastsFor = duration;
|
|
}
|
|
|
|
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
|
|
{
|
|
var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
|
|
if (percentComplete >= 1.0f)
|
|
return;
|
|
handle.UseShader(_shader);
|
|
_shader?.SetParameter("percentComplete", percentComplete);
|
|
|
|
var screenSpaceHandle = handle as DrawingHandleScreen;
|
|
var screenSize = UIBox2.FromDimensions((0, 0), _displayManager.ScreenSize);
|
|
|
|
if (_screenshotTexture != null)
|
|
{
|
|
screenSpaceHandle?.DrawTextureRect(_screenshotTexture, screenSize);
|
|
}
|
|
}
|
|
|
|
protected override void DisposeBehavior()
|
|
{
|
|
base.Dispose();
|
|
_screenshotTexture = null;
|
|
}
|
|
}
|
|
}
|