* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
72 lines
2.5 KiB
C#
72 lines
2.5 KiB
C#
using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Interfaces;
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using Content.Shared.Network.NetMessages;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Graphics.Shaders;
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using Robust.Client.Interfaces.Graphics;
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using Robust.Shared.Interfaces.Timing;
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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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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Graphics.Overlays
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{
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public class FlashOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClyde _displayManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _shader;
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private double _startTime = -1;
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private double _lastsFor = 1;
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private Texture _screenshotTexture;
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public FlashOverlay() : base(nameof(FlashOverlay))
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
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}
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public void ReceiveFlash(double duration)
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{
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_displayManager.Screenshot(ScreenshotType.BeforeUI, image =>
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{
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var rgba32Image = image.CloneAs<Rgba32>(Configuration.Default);
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_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
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});
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_startTime = _gameTiming.CurTime.TotalSeconds;
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_lastsFor = duration;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
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if (percentComplete >= 1.0f)
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return;
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handle.UseShader(_shader);
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_shader?.SetParameter("percentComplete", percentComplete);
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var screenSpaceHandle = handle as DrawingHandleScreen;
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var screenSize = UIBox2.FromDimensions((0, 0), _displayManager.ScreenSize);
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if (_screenshotTexture != null)
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{
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screenSpaceHandle?.DrawTextureRect(_screenshotTexture, screenSize);
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}
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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_screenshotTexture = null;
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}
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}
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}
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