Files
tbd-station-14/Content.Client/Drugs/RainbowOverlay.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

78 lines
2.6 KiB
C#

using Content.Shared.Drugs;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Drugs;
public sealed class RainbowOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _rainbowShader;
public float Intoxication = 0.0f;
private const float VisualThreshold = 10.0f;
private const float PowerDivisor = 250.0f;
private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
public RainbowOverlay()
{
IoCManager.InjectDependencies(this);
_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
}
protected override void FrameUpdate(FrameEventArgs args)
{
var playerEntity = _playerManager.LocalEntity;
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<SeeingRainbowsComponent>(playerEntity)
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
return;
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
return;
var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
Intoxication += (timeLeft - Intoxication) * args.DeltaSeconds / 16f;
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
return false;
if (args.Viewport.Eye != eyeComp.Eye)
return false;
return EffectScale > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_rainbowShader.SetParameter("effectScale", EffectScale);
handle.UseShader(_rainbowShader);
handle.DrawRect(args.WorldBounds, Color.White);
handle.UseShader(null);
}
}