* Adds blinding + blindfolds (#8688) * Adds blinding + blindfolds * Don't break examining lol * moment * fix toggle lights behavior * move checks around * Sloth review * Added a salvage funny * review * woops * Switch circle shader Co-authored-by: wrexbe <wrexbe@protonmail.com> * resolve merge conflict Co-authored-by: wrexbe <wrexbe@protonmail.com>
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Content.Shared.Eye.Blinding;
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namespace Content.Client.Eye.Blinding
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{
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public sealed class BlindOverlay : Overlay
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{
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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] IEntityManager _entityManager = default!;
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[Dependency] ILightManager _lightManager = default!;
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public override bool RequestScreenTexture => true;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _greyscaleShader;
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private readonly ShaderInstance _circleMaskShader;
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private BlindableComponent _blindableComponent = default!;
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public BlindOverlay()
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{
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IoCManager.InjectDependencies(this);
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_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
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_circleMaskShader = _prototypeManager.Index<ShaderPrototype>("CircleMask").InstanceUnique();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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return false;
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if (!_entityManager.TryGetComponent<BlindableComponent>(playerEntity, out var blindComp))
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return false;
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_blindableComponent = blindComp;
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var blind = _blindableComponent.Sources > 0;
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if (!blind && _blindableComponent.LightSetup) // Turn FOV back on if we can see again
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{
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_lightManager.Enabled = true;
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_blindableComponent.LightSetup = false;
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_blindableComponent.GraceFrame = true;
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return true;
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}
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return blind;
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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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if (!_blindableComponent.GraceFrame)
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{
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_blindableComponent.LightSetup = true; // Ok we touched the lights
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_lightManager.Enabled = false;
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} else
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{
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_blindableComponent.GraceFrame = false;
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}
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_greyscaleShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldBounds;
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worldHandle.SetTransform(Matrix3.Identity);
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worldHandle.UseShader(_greyscaleShader);
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worldHandle.DrawRect(viewport, Color.White);
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worldHandle.UseShader(_circleMaskShader);
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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