Files
tbd-station-14/Content.Client/Stealth/StealthSystem.cs
2022-10-10 09:17:53 +11:00

75 lines
2.6 KiB
C#

using Content.Client.Interactable.Components;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
namespace Content.Client.Stealth;
public sealed class StealthSystem : SharedStealthSystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
private ShaderInstance _shader = default!;
public override void Initialize()
{
base.Initialize();
_shader = _protoMan.Index<ShaderPrototype>("Stealth").InstanceUnique();
SubscribeLocalEvent<StealthComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
}
protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
{
base.OnInit(uid, component, args);
if (!TryComp(uid, out SpriteComponent? sprite))
return;
sprite.PostShader = _shader;
sprite.GetScreenTexture = true;
sprite.RaiseShaderEvent = true;
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
RemComp(uid, outline);
component.HadOutline = true;
}
}
private void OnRemove(EntityUid uid, StealthComponent component, ComponentRemove args)
{
if (!TryComp(uid, out SpriteComponent? sprite))
return;
sprite.PostShader = null;
sprite.GetScreenTexture = false;
sprite.RaiseShaderEvent = false;
sprite.Color = Color.White;
if (component.HadOutline)
AddComp<InteractionOutlineComponent>(uid);
}
private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
{
// Distortion effect uses screen coordinates. If a player moves, the entities appear to move on screen. this
// makes the distortion very noticeable.
// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
// unchanged.
var parentXform = Transform(Transform(uid).ParentUid);
var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
var visibility = GetVisibility(uid, component);
_shader.SetParameter("reference", reference);
_shader.SetParameter("visibility", visibility);
visibility = MathF.Max(0, visibility);
args.Sprite.Color = new Color(visibility, visibility, 1, 1);
}
}