fish-station/Content.Client/Stealth/StealthSystem.cs
Vigers Ray d6c0a011b7 Merge remote-tracking branch 'space-wizards/master'
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#	Content.Client/Clothing/ClientClothingSystem.cs
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#	Content.Client/Mech/MechSystem.cs
#	Content.Client/Stealth/StealthSystem.cs
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#	Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs
#	Content.Server/Bed/BedSystem.cs
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#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
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#	runclient-Tools.bat
#	runclient.bat
2025-05-27 03:41:41 +03:00

109 lines
4.1 KiB
C#

using Content.Client.Interactable.Components;
using Content.Client.StatusIcon;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
namespace Content.Client.Stealth;
public sealed class StealthSystem : SharedStealthSystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
private ShaderInstance _shader = default!;
private ShaderInstance _noMirageShader = default!; // Sunrise-Edit
public override void Initialize()
{
base.Initialize();
_shader = _protoMan.Index<ShaderPrototype>("Stealth").InstanceUnique();
_noMirageShader = _protoMan.Index<ShaderPrototype>("NoMirageStealth").InstanceUnique(); // Sunrise-Edit
SubscribeLocalEvent<StealthComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<StealthComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
}
public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
{
if (!Resolve(uid, ref component) || component.Enabled == value)
return;
base.SetEnabled(uid, value, component);
SetShader(uid, value, component);
}
private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref component, ref sprite, false))
return;
_sprite.SetColor((uid, sprite), Color.White);
// Sunrise-Start
if (component.Mirage)
sprite.PostShader = enabled ? _shader : null;
else
sprite.PostShader = enabled ? _noMirageShader : null;
// Sunrise-End
sprite.GetScreenTexture = enabled;
sprite.RaiseShaderEvent = enabled;
if (!enabled)
{
if (component.HadOutline && !TerminatingOrDeleted(uid))
EnsureComp<InteractionOutlineComponent>(uid);
return;
}
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
RemCompDeferred(uid, outline);
component.HadOutline = true;
}
}
private void OnStartup(EntityUid uid, StealthComponent component, ComponentStartup args)
{
SetShader(uid, component.Enabled, component);
}
private void OnShutdown(EntityUid uid, StealthComponent component, ComponentShutdown args)
{
if (!Terminating(uid))
SetShader(uid, false, component);
}
private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
{
// Distortion effect uses screen coordinates. If a player moves, the entities appear to move on screen. this
// makes the distortion very noticeable.
// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
// unchanged.
var parent = Transform(uid).ParentUid;
if (!parent.IsValid())
return; // should never happen, but lets not kill the client.
var parentXform = Transform(parent);
var reference = args.Viewport.WorldToLocal(_transformSystem.GetWorldPosition(parentXform));
reference.X = -reference.X;
var visibility = GetVisibility(uid, component);
// actual visual visibility effect is limited to +/- 1.
visibility = Math.Clamp(visibility, -1f, 1f);
// Sunrise-Start
ShaderInstance shaderToUse = component.Mirage ? _shader : _noMirageShader;
shaderToUse.SetParameter("reference", reference);
shaderToUse.SetParameter("visibility", visibility);
// Sunrise-End
visibility = MathF.Max(0, visibility);
_sprite.SetColor((uid, args.Sprite), new Color(visibility, visibility, 1, 1));
}
}