Files
tbd-station-14/Content.Client/Drunk/DrunkOverlay.cs
Tayrtahn 9186b65b14 Validate ShaderPrototype IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later
2025-07-03 18:11:31 -07:00

104 lines
3.3 KiB
C#

using Content.Shared.Drunk;
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.Drunk;
public sealed class DrunkOverlay : Overlay
{
private static readonly ProtoId<ShaderPrototype> Shader = "Drunk";
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _drunkShader;
public float CurrentBoozePower = 0.0f;
private const float VisualThreshold = 10.0f;
private const float PowerDivisor = 250.0f;
private float _visualScale = 0;
public DrunkOverlay()
{
IoCManager.InjectDependencies(this);
_drunkShader = _prototypeManager.Index(Shader).InstanceUnique();
}
protected override void FrameUpdate(FrameEventArgs args)
{
var playerEntity = _playerManager.LocalEntity;
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<DrunkComponent>(playerEntity)
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
return;
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
if (!statusSys.TryGetTime(playerEntity.Value, SharedDrunkSystem.DrunkKey, out var time, status))
return;
var curTime = _timing.CurTime;
var timeLeft = (float) (time.Value.Item2 - curTime).TotalSeconds;
CurrentBoozePower += 8f * (0.5f*timeLeft - CurrentBoozePower) * args.DeltaSeconds / (timeLeft+1);
}
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;
_visualScale = BoozePowerToVisual(CurrentBoozePower);
return _visualScale > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_drunkShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_drunkShader.SetParameter("boozePower", _visualScale);
handle.UseShader(_drunkShader);
handle.DrawRect(args.WorldBounds, Color.White);
handle.UseShader(null);
}
/// <summary>
/// Converts the # of seconds the drunk effect lasts for (booze power) to a percentage
/// used by the actual shader.
/// </summary>
/// <param name="boozePower"></param>
private float BoozePowerToVisual(float boozePower)
{
// Clamp booze power when it's low, to prevent really jittery effects
if (boozePower < 50f)
{
return 0;
}
else
{
return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
}
}
}