* reduced motion flash effect * reduced motion drug overlay * Revert "reduced motion flash effect" This reverts commit e350b2899d0acc78c9833b5bc23a9680e03b2736.
106 lines
3.6 KiB
C#
106 lines
3.6 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Drugs;
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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.Drugs;
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public sealed class RainbowOverlay : Overlay
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{
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _rainbowShader;
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public float Intoxication = 0.0f;
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public float TimeTicker = 0.0f;
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public float Phase = 0.0f;
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private const float VisualThreshold = 10.0f;
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private const float PowerDivisor = 250.0f;
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private float _timeScale = 0.0f;
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private float _warpScale = 0.0f;
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private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
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public RainbowOverlay()
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{
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IoCManager.InjectDependencies(this);
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_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
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_config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true);
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}
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private void OnReducedMotionChanged(bool reducedMotion)
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{
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_timeScale = reducedMotion ? 0.0f : 1.0f;
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_warpScale = reducedMotion ? 0.0f : 1.0f;
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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<SeeingRainbowsComponent>(playerEntity)
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|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
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return;
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var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
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if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
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return;
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var timeLeft = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
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TimeTicker += args.DeltaSeconds;
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if (timeLeft - TimeTicker > timeLeft / 16f)
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{
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Intoxication += (timeLeft - Intoxication) * args.DeltaSeconds / 16f;
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}
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else
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{
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Intoxication -= Intoxication / (timeLeft - TimeTicker) * args.DeltaSeconds;
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}
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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 EffectScale > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_rainbowShader.SetParameter("colorScale", EffectScale);
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_rainbowShader.SetParameter("timeScale", _timeScale);
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_rainbowShader.SetParameter("warpScale", _warpScale * EffectScale);
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_rainbowShader.SetParameter("phase", Phase);
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handle.UseShader(_rainbowShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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}
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}
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