* 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
36 lines
1.2 KiB
C#
36 lines
1.2 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.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Graphics.Overlays
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{
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public class CircleMaskOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = 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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private readonly ShaderInstance _shader;
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public CircleMaskOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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if (!CritOverlay.LocalPlayerHasState(_playerManager, false, true))
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return;
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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