Files
tbd-station-14/Content.Client/Eye/Blinding/BlurryVisionOverlay.cs
2022-08-13 22:59:14 -07:00

69 lines
2.7 KiB
C#

using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Content.Shared.Eye.Blinding;
namespace Content.Client.Eye.Blinding
{
public sealed class BlurryVisionOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _blurryVisionXShader;
private readonly ShaderInstance _blurryVisionYShader;
private BlurryVisionComponent _blurryVisionComponent = default!;
public BlurryVisionOverlay()
{
IoCManager.InjectDependencies(this);
_blurryVisionXShader = _prototypeManager.Index<ShaderPrototype>("BlurryVisionX").InstanceUnique();
_blurryVisionYShader = _prototypeManager.Index<ShaderPrototype>("BlurryVisionY").InstanceUnique();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
return false;
if (!_entityManager.TryGetComponent<BlurryVisionComponent>(playerEntity, out var blurComp))
return false;
if (!blurComp.Active)
return false;
if (_entityManager.TryGetComponent<BlindableComponent>(playerEntity, out var blindComp)
&& blindComp.Sources > 0)
return false;
_blurryVisionComponent = blurComp;
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
_blurryVisionXShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_blurryVisionXShader?.SetParameter("BLUR_AMOUNT", (_blurryVisionComponent.Magnitude / 10));
_blurryVisionYShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_blurryVisionYShader?.SetParameter("BLUR_AMOUNT", (_blurryVisionComponent.Magnitude / 10));
var worldHandle = args.WorldHandle;
var viewport = args.WorldBounds;
worldHandle.SetTransform(Matrix3.Identity);
worldHandle.UseShader(_blurryVisionXShader);
worldHandle.DrawRect(viewport, Color.White);
worldHandle.UseShader(_blurryVisionYShader);
worldHandle.DrawRect(viewport, Color.White);
}
}
}