Files
tbd-station-14/Content.Client/Drugs/RainbowOverlay.cs
2022-08-13 10:58:53 +10:00

72 lines
2.4 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.LocalPlayer?.ControlledEntity;
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)
{
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);
}
}