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OldThink/Content.Client/_White/Overlays/NightVisionOverlay.cs

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using Content.Shared._White.Overlays;
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using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client._White.Overlays
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{
public sealed class NightVisionOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public NightVisionOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("NightVision").InstanceUnique();
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
if (_playerManager.LocalEntity == null)
return;
var uid = _playerManager.LocalEntity.Value;
Color? color = null;
if (_entityManager.TryGetComponent<NightVisionComponent>(uid, out var component) && component.IsActive)
{
color = SetParameters(component);
}
else if (_entityManager.TryGetComponent<ThermalVisionComponent>(uid, out var thermal) && thermal.IsActive)
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{
color = SetParameters(thermal);
}
else if (_entityManager.TryGetComponent<TemporaryNightVisionComponent>(uid, out var tempNvComp))
{
color = SetParameters(tempNvComp);
}
else if (_entityManager.TryGetComponent<TemporaryThermalVisionComponent>(uid, out var tempThermal))
{
color = SetParameters(tempThermal);
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}
if (color == null)
return;
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
handle.UseShader(_shader);
handle.DrawRect(args.WorldBounds, color.Value);
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handle.UseShader(null);
}
private Color SetParameters(BaseNvOverlayComponent component)
{
_shader.SetParameter("tint", component.Tint);
_shader.SetParameter("luminance_threshold", component.Strength);
_shader.SetParameter("noise_amount", component.Noise);
return component.Color;
}
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}
}