Files
tbd-station-14/Content.Client/Drunk/DrunkOverlay.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

102 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
{
[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<ShaderPrototype>("Drunk").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);
}
}
}