110 lines
4.3 KiB
C#
110 lines
4.3 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Flash;
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using Content.Shared.Flash.Components;
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using Content.Shared.StatusEffect;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Flash
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{
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public sealed class FlashOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> FlashedEffectShader = "FlashedEffect";
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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private readonly SharedFlashSystem _flash;
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private readonly StatusEffectsSystem _statusSys;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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private bool _reducedMotion;
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public float PercentComplete;
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public Texture? ScreenshotTexture;
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public FlashOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
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_flash = _entityManager.System<SharedFlashSystem>();
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_statusSys = _entityManager.System<StatusEffectsSystem>();
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_configManager.OnValueChanged(CCVars.ReducedMotion, (b) => { _reducedMotion = b; }, invokeImmediately: true);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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var playerEntity = _playerManager.LocalEntity;
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if (playerEntity == null)
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return;
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if (!_entityManager.HasComponent<FlashedComponent>(playerEntity)
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|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
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return;
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if (!_statusSys.TryGetTime(playerEntity.Value, _flash.FlashedKey, out var time, status))
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return;
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var curTime = _timing.CurTime;
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var lastsFor = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
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var timeDone = (float)(curTime - time.Value.Item1).TotalSeconds;
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PercentComplete = timeDone / lastsFor;
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
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return false;
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if (args.Viewport.Eye != eyeComp.Eye)
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return false;
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return PercentComplete < 1.0f;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (RequestScreenTexture && ScreenTexture != null)
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{
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ScreenshotTexture = ScreenTexture;
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RequestScreenTexture = false; // we only need the first frame, so we can stop the request now for performance reasons
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}
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if (ScreenshotTexture == null)
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return;
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var worldHandle = args.WorldHandle;
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if (_reducedMotion)
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{
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// TODO: This is a very simple placeholder.
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// Replace it with a proper shader once we come up with something good.
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// Turns out making an effect that is supposed to be a bright, sudden, and disorienting flash
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// not do any of that while also being equivalent in terms of game balance is hard.
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var alpha = 1 - MathF.Pow(PercentComplete, 8f); // similar falloff curve to the flash shader
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worldHandle.DrawRect(args.WorldBounds, new Color(0f, 0f, 0f, alpha));
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}
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else
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{
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_shader.SetParameter("percentComplete", PercentComplete);
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worldHandle.UseShader(_shader);
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worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
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worldHandle.UseShader(null);
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}
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}
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protected override void DisposeBehavior()
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{
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base.DisposeBehavior();
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ScreenshotTexture = null;
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}
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}
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}
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