98 lines
3.5 KiB
C#
98 lines
3.5 KiB
C#
using Content.Client.Interactable.Components;
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using Content.Client.StatusIcon;
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using Content.Shared.Stealth;
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using Content.Shared.Stealth.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Stealth;
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public sealed class StealthSystem : SharedStealthSystem
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{
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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private ShaderInstance _shader = default!;
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public override void Initialize()
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{
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base.Initialize();
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_shader = _protoMan.Index<ShaderPrototype>("Stealth").InstanceUnique();
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SubscribeLocalEvent<StealthComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StealthComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
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}
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public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component) || component.Enabled == value)
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return;
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base.SetEnabled(uid, value, component);
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SetShader(uid, value, component);
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}
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private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref component, ref sprite, false))
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return;
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sprite.Color = Color.White;
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sprite.PostShader = enabled ? _shader : null;
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sprite.GetScreenTexture = enabled;
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sprite.RaiseShaderEvent = enabled;
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if (!enabled)
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{
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if (component.HadOutline && !TerminatingOrDeleted(uid))
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EnsureComp<InteractionOutlineComponent>(uid);
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return;
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}
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if (TryComp(uid, out InteractionOutlineComponent? outline))
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{
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RemCompDeferred(uid, outline);
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component.HadOutline = true;
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}
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}
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private void OnStartup(EntityUid uid, StealthComponent component, ComponentStartup args)
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{
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SetShader(uid, component.Enabled, component);
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}
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private void OnShutdown(EntityUid uid, StealthComponent component, ComponentShutdown args)
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{
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if (!Terminating(uid))
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SetShader(uid, false, component);
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}
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private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
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{
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// Distortion effect uses screen coordinates. If a player moves, the entities appear to move on screen. this
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// makes the distortion very noticeable.
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// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
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// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
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// unchanged.
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var parent = Transform(uid).ParentUid;
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if (!parent.IsValid())
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return; // should never happen, but lets not kill the client.
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var parentXform = Transform(parent);
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var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
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reference.X = -reference.X;
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var visibility = GetVisibility(uid, component);
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// actual visual visibility effect is limited to +/- 1.
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visibility = Math.Clamp(visibility, -1f, 1f);
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_shader.SetParameter("reference", reference);
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_shader.SetParameter("visibility", visibility);
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visibility = MathF.Max(0, visibility);
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args.Sprite.Color = new Color(visibility, visibility, 1, 1);
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}
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}
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