* 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)
152 lines
5.5 KiB
C#
152 lines
5.5 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.StationEvents;
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using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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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.Interfaces.Graphics.ClientEye;
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using Robust.Client.Player;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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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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namespace Content.Client.StationEvents
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{
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[UsedImplicitly]
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public sealed class RadiationPulseOverlay : Overlay
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{
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[Dependency] private readonly IComponentManager _componentManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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/// <summary>
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/// Current color of a pulse
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/// </summary>
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private readonly Dictionary<IEntity, Color> _colors = new();
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/// <summary>
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/// Whether our alpha is increasing or decreasing and at what time does it flip (or stop)
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/// </summary>
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private readonly Dictionary<IEntity, (bool EasingIn, TimeSpan TransitionTime)> _transitions =
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new();
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/// <summary>
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/// How much the alpha changes per second for each pulse
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/// </summary>
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private readonly Dictionary<IEntity, float> _alphaRateOfChange = new();
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private TimeSpan _lastTick;
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// TODO: When worldHandle can do DrawCircle change this.
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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public RadiationPulseOverlay() : base(nameof(RadiationPulseOverlay))
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{
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IoCManager.InjectDependencies(this);
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_lastTick = _gameTiming.CurTime;
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}
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/// <summary>
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/// Get the current color for the entity,
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/// accounting for what its alpha should be and whether it should be transitioning in or out
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="elapsedTime">frametime</param>
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/// <param name="endTime"></param>
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/// <returns></returns>
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private Color GetColor(IEntity entity, float elapsedTime, TimeSpan endTime)
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{
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var currentTime = _gameTiming.CurTime;
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// New pulse
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if (!_colors.ContainsKey(entity))
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{
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UpdateTransition(entity, currentTime, endTime);
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}
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var currentColor = _colors[entity];
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var alphaChange = _alphaRateOfChange[entity] * elapsedTime;
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if (!_transitions[entity].EasingIn)
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{
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alphaChange *= -1;
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}
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if (currentTime > _transitions[entity].TransitionTime)
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{
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UpdateTransition(entity, currentTime, endTime);
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}
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_colors[entity] = _colors[entity].WithAlpha(currentColor.A + alphaChange);
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return _colors[entity];
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}
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private void UpdateTransition(IEntity entity, TimeSpan currentTime, TimeSpan endTime)
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{
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bool easingIn;
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TimeSpan transitionTime;
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if (!_transitions.TryGetValue(entity, out var transition))
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{
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// Start as false because it will immediately be flipped
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easingIn = false;
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transitionTime = (endTime - currentTime) / 2 + currentTime;
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}
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else
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{
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easingIn = transition.EasingIn;
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transitionTime = endTime;
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}
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_transitions[entity] = (!easingIn, transitionTime);
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_colors[entity] = Color.Green.WithAlpha(0.0f);
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_alphaRateOfChange[entity] = 1.0f / (float) (transitionTime - currentTime).TotalSeconds;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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// PVS should control the overlay pretty well so the overlay doesn't get instantiated unless we're near one...
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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{
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return;
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}
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var elapsedTime = (float) (_gameTiming.CurTime - _lastTick).TotalSeconds;
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_lastTick = _gameTiming.CurTime;
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var radiationPulses = _componentManager
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.EntityQuery<RadiationPulseComponent>()
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.ToList();
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var screenHandle = (DrawingHandleScreen) handle;
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var viewport = _eyeManager.GetWorldViewport();
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foreach (var grid in _mapManager.FindGridsIntersecting(playerEntity.Transform.MapID, viewport))
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{
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foreach (var pulse in radiationPulses)
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{
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if (!pulse.Draw || grid.Index != pulse.Owner.Transform.GridID) continue;
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// TODO: Check if viewport intersects circle
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var circlePosition = _eyeManager.WorldToScreen(pulse.Owner.Transform.WorldPosition);
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// change to worldhandle when implemented
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screenHandle.DrawCircle(
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circlePosition,
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pulse.Range * 64,
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GetColor(pulse.Owner, pulse.Decay ? elapsedTime : 0, pulse.EndTime));
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}
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}
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}
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}
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}
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