* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using SS14.Client.Graphics.Drawing;
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using SS14.Client.Graphics.Overlays;
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using SS14.Client.Graphics.Shaders;
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using SS14.Client.Interfaces.Graphics.ClientEye;
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using SS14.Client.Interfaces.Graphics.Overlays;
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using SS14.Shared.IoC;
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using SS14.Shared.Maths;
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using SS14.Shared.Prototypes;
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namespace Content.Client.Graphics.Overlays
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{
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public class GradientCircleMask : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public GradientCircleMask() : base(nameof(GradientCircleMask))
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{
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IoCManager.InjectDependencies(this);
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Shader = _prototypeManager.Index<ShaderPrototype>("gradientcirclemask").Instance();
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}
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protected override void Draw(DrawingHandle handle)
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{
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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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