Files
tbd-station-14/Content.Client/StatusIcon/StatusIconOverlay.cs
PrPleGoo eed663e8b4 Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 11:48:57 -05:00

112 lines
4.1 KiB
C#

using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using System.Numerics;
using Robust.Shared.Prototypes;
namespace Content.Client.StatusIcon;
public sealed class StatusIconOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entity = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
private readonly SpriteSystem _sprite;
private readonly TransformSystem _transform;
private readonly StatusIconSystem _statusIcon;
private readonly ShaderInstance _shader;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
internal StatusIconOverlay()
{
IoCManager.InjectDependencies(this);
_sprite = _entity.System<SpriteSystem>();
_transform = _entity.System<TransformSystem>();
_statusIcon = _entity.System<StatusIconSystem>();
_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var eyeRot = args.Viewport.Eye?.Rotation ?? default;
var xformQuery = _entity.GetEntityQuery<TransformComponent>();
var scaleMatrix = Matrix3.CreateScale(new Vector2(1, 1));
var rotationMatrix = Matrix3.CreateRotation(-eyeRot);
handle.UseShader(_shader);
var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform, out var meta))
{
if (xform.MapID != args.MapId)
continue;
var bounds = comp.Bounds ?? sprite.Bounds;
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
continue;
var icons = _statusIcon.GetStatusIcons(uid, meta);
if (icons.Count == 0)
continue;
var worldMatrix = Matrix3.CreateTranslation(worldPos);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var countL = 0;
var countR = 0;
var accOffsetL = 0;
var accOffsetR = 0;
icons.Sort();
foreach (var proto in icons)
{
var texture = _sprite.Frame0(proto.Icon);
float yOffset;
float xOffset;
// the icons are ordered left to right, top to bottom.
// extra icons that don't fit are just cut off.
if (proto.LocationPreference == StatusIconLocationPreference.Left ||
proto.LocationPreference == StatusIconLocationPreference.None && countL <= countR)
{
if (accOffsetL + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
accOffsetL += texture.Height;
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetL / EyeManager.PixelsPerMeter;
xOffset = -(bounds.Width + sprite.Offset.X) / 2f;
countL++;
}
else
{
if (accOffsetR + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
accOffsetR += texture.Height;
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetR / EyeManager.PixelsPerMeter;
xOffset = (bounds.Width + sprite.Offset.X) / 2f - (float) texture.Width / EyeManager.PixelsPerMeter;
countR++;
}
var position = new Vector2(xOffset, yOffset);
handle.DrawTexture(texture, position);
}
}
handle.UseShader(null);
}
}