* add haloperidol, potassium iodide * review fixes * review and tuning * shader review * use timespan and AutoPausedField
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using Content.Shared.Drowsiness;
|
|
using Content.Shared.StatusEffect;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.Enums;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client.Drowsiness;
|
|
|
|
public sealed class DrowsinessOverlay : Overlay
|
|
{
|
|
[Dependency] private readonly IEntityManager _entityManager = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
|
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
|
|
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
|
public override bool RequestScreenTexture => true;
|
|
private readonly ShaderInstance _drowsinessShader;
|
|
|
|
public float CurrentPower = 0.0f;
|
|
|
|
private const float PowerDivisor = 250.0f;
|
|
private const float Intensity = 0.2f; // for adjusting the visual scale
|
|
private float _visualScale = 0; // between 0 and 1
|
|
|
|
public DrowsinessOverlay()
|
|
{
|
|
IoCManager.InjectDependencies(this);
|
|
_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
|
|
}
|
|
|
|
protected override void FrameUpdate(FrameEventArgs args)
|
|
{
|
|
var playerEntity = _playerManager.LocalEntity;
|
|
|
|
if (playerEntity == null)
|
|
return;
|
|
|
|
if (!_entityManager.HasComponent<DrowsinessComponent>(playerEntity)
|
|
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
|
|
return;
|
|
|
|
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
|
|
if (!statusSys.TryGetTime(playerEntity.Value, SharedDrowsinessSystem.DrowsinessKey, out var time, status))
|
|
return;
|
|
|
|
var curTime = _timing.CurTime;
|
|
var timeLeft = (float)(time.Value.Item2 - curTime).TotalSeconds;
|
|
|
|
CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1);
|
|
}
|
|
|
|
protected override bool BeforeDraw(in OverlayDrawArgs args)
|
|
{
|
|
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
|
|
return false;
|
|
|
|
if (args.Viewport.Eye != eyeComp.Eye)
|
|
return false;
|
|
|
|
_visualScale = Math.Clamp(CurrentPower / PowerDivisor, 0.0f, 1.0f);
|
|
return _visualScale > 0;
|
|
}
|
|
|
|
protected override void Draw(in OverlayDrawArgs args)
|
|
{
|
|
if (ScreenTexture == null)
|
|
return;
|
|
|
|
var handle = args.WorldHandle;
|
|
_drowsinessShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
|
|
_drowsinessShader.SetParameter("Strength", _visualScale * Intensity);
|
|
handle.UseShader(_drowsinessShader);
|
|
handle.DrawRect(args.WorldBounds, Color.White);
|
|
handle.UseShader(null);
|
|
}
|
|
}
|