mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
107 lines
3.8 KiB
C#
107 lines
3.8 KiB
C#
using Content.Shared.CCVar;
|
|
using Content.Shared.Flash;
|
|
using Content.Shared.Flash.Components;
|
|
using Content.Shared.StatusEffectNew;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Enums;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client.Flash;
|
|
|
|
public sealed partial class FlashOverlay : Overlay
|
|
{
|
|
private static readonly ProtoId<ShaderPrototype> FlashedEffectShader = "FlashedEffect";
|
|
|
|
[Dependency] private IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private IEntityManager _entityManager = default!;
|
|
[Dependency] private IPlayerManager _playerManager = default!;
|
|
[Dependency] private IGameTiming _timing = default!;
|
|
[Dependency] private IConfigurationManager _configManager = default!;
|
|
|
|
private readonly StatusEffectsSystem _statusSys;
|
|
|
|
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
|
private readonly ShaderInstance _shader;
|
|
private bool _reducedMotion;
|
|
public float PercentComplete;
|
|
public Texture? ScreenshotTexture;
|
|
|
|
public FlashOverlay()
|
|
{
|
|
IoCManager.InjectDependencies(this);
|
|
_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
|
|
_statusSys = _entityManager.System<StatusEffectsSystem>();
|
|
|
|
_configManager.OnValueChanged(CCVars.DisableFlashEffect, (b) => { _reducedMotion = b; }, invokeImmediately: true);
|
|
}
|
|
|
|
protected override void FrameUpdate(FrameEventArgs args)
|
|
{
|
|
var playerEntity = _playerManager.LocalEntity;
|
|
|
|
if (playerEntity == null)
|
|
return;
|
|
|
|
if (!_statusSys.HasEffectComp<FlashedStatusEffectComponent>(playerEntity))
|
|
return;
|
|
|
|
if (!_statusSys.TryGetTime(playerEntity.Value, SharedFlashSystem.FlashedKey, out var time))
|
|
return;
|
|
|
|
var curTime = _timing.CurTime;
|
|
if (time.StartEffectTime == null || time.EndEffectTime == null)
|
|
return;
|
|
|
|
var lastsFor = (float)(time.EndEffectTime.Value - time.StartEffectTime.Value).TotalSeconds;
|
|
var timeDone = (float)(curTime - time.StartEffectTime.Value).TotalSeconds;
|
|
|
|
PercentComplete = timeDone / lastsFor;
|
|
}
|
|
|
|
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;
|
|
|
|
return PercentComplete < 1.0f;
|
|
}
|
|
|
|
protected override void Draw(in OverlayDrawArgs args)
|
|
{
|
|
if (RequestScreenTexture && ScreenTexture != null)
|
|
{
|
|
ScreenshotTexture = ScreenTexture;
|
|
RequestScreenTexture = false; // we only need the first frame, so we can stop the request now for performance reasons
|
|
}
|
|
if (ScreenshotTexture == null)
|
|
return;
|
|
|
|
var worldHandle = args.WorldHandle;
|
|
if (_reducedMotion)
|
|
{
|
|
// TODO: This is a very simple placeholder.
|
|
// Replace it with a proper shader once we come up with something good.
|
|
// Turns out making an effect that is supposed to be a bright, sudden, and disorienting flash
|
|
// not do any of that while also being equivalent in terms of game balance is hard.
|
|
var alpha = 1 - MathF.Pow(PercentComplete, 8f); // similar falloff curve to the flash shader
|
|
worldHandle.DrawRect(args.WorldBounds, new Color(0f, 0f, 0f, alpha));
|
|
}
|
|
else
|
|
{
|
|
_shader.SetParameter("percentComplete", PercentComplete);
|
|
worldHandle.UseShader(_shader);
|
|
worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
|
|
}
|
|
}
|
|
|
|
protected override void DisposeBehavior()
|
|
{
|
|
base.DisposeBehavior();
|
|
ScreenshotTexture = null;
|
|
}
|
|
}
|