75 lines
2.4 KiB
C#
75 lines
2.4 KiB
C#
using System;
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using Content.Client.Parallax.Managers;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Parallax
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{
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public class ParallaxOverlay : Overlay
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{
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[Dependency] private readonly IParallaxManager _parallaxManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IClyde _displayManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private const float Slowness = 0.5f;
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private Texture? _parallaxTexture;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
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private readonly ShaderInstance _shader;
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public ParallaxOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
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if (_parallaxManager.ParallaxTexture == null)
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{
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_parallaxManager.OnTextureLoaded += texture => _parallaxTexture = texture;
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}
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else
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{
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_parallaxTexture = _parallaxManager.ParallaxTexture;
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}
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (_parallaxTexture == null || args.Viewport.Eye == null)
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{
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return;
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}
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var screenHandle = args.WorldHandle;
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screenHandle.UseShader(_shader);
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var (sizeX, sizeY) = _parallaxTexture.Size / (float) EyeManager.PixelsPerMeter;
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var (posX, posY) = args.Viewport.Eye.Position;
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var o = new Vector2(posX * Slowness, posY * Slowness);
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// Remove offset so we can floor.
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var (l, b) = args.WorldBounds.BottomLeft - o;
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// Floor to background size.
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l = sizeX * MathF.Floor(l / sizeX);
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b = sizeY * MathF.Floor(b / sizeY);
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// Re-offset.
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l += o.X;
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b += o.Y;
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for (var x = l; x < args.WorldBounds.Right; x += sizeX)
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{
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for (var y = b; y < args.WorldBounds.Top; y += sizeY)
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{
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screenHandle.DrawTexture(_parallaxTexture, (x, y));
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}
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}
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}
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}
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}
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