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OldThink/Content.Client/DoAfter/DoAfterOverlay.cs

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using System.Numerics;
using Content.Shared.DoAfter;
using Content.Client.UserInterface.Systems;
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using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Client.Player;
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using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.DoAfter;
public sealed class DoAfterOverlay : Overlay
{
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private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly IPlayerManager _player;
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private readonly SharedTransformSystem _transform;
private readonly MetaDataSystem _meta;
private readonly ProgressColorSystem _progressColor;
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private readonly Texture _barTexture;
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/// <summary>
/// Flash time for cancelled DoAfters
/// </summary>
private const float FlashTime = 0.125f;
// Hardcoded width of the progress bar because it doesn't match the texture.
private const float StartX = 2;
private const float EndX = 22f;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager player)
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{
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_entManager = entManager;
_timing = timing;
_player = player;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
_progressColor = _entManager.System<ProgressColorSystem>();
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var sprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
var curTime = _timing.CurTime;
var bounds = args.WorldAABB.Enlarged(5f);
var localEnt = _player.LocalSession?.AttachedEntity;
var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
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var enumerator = _entManager
.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
while (enumerator.MoveNext(out var uid, out _, out var comp, out var sprite, out var xform))
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{
if (xform.MapID != args.MapId)
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continue;
if (comp.DoAfters.Count == 0)
continue;
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var worldPosition = _transform.GetWorldPosition(xform, xformQuery);
if (!bounds.Contains(worldPosition))
continue;
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// If the entity is paused, we will draw the do-after as it was when the entity got paused.
var meta = metaQuery.GetComponent(uid);
var time = meta.EntityPaused
? curTime - _meta.GetPauseTime(uid, meta)
: curTime;
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
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var offset = 0f;
foreach (var doAfter in comp.DoAfters.Values)
{
// Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
var alpha = 1f;
if (doAfter.Args.Hidden)
{
if (uid != localEnt)
continue;
// Hints to the local player that this do-after is not visible to other players.
alpha = 0.5f;
}
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
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var yOffset = sprite.Bounds.Height / 2f + 0.05f;
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// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
// Draw the underlying bar texture
handle.DrawTexture(_barTexture, position);
Color color;
float elapsedRatio;
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// if we're cancelled then flick red / off.
if (doAfter.CancelledTime != null)
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{
var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
color = GetProgressColor(0, flash ? alpha : 0);
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}
else
{
var elapsed = time - doAfter.StartTime;
elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
color = GetProgressColor(elapsedRatio, alpha);
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}
var xProgress = (EndX - StartX) * elapsedRatio + StartX;
var box = new Box2(new Vector2(StartX, 2f) / EyeManager.PixelsPerMeter,
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new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
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box = box.Translated(position);
handle.DrawRect(box, color);
offset += _barTexture.Height / scale;
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}
}
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
public Color GetProgressColor(float progress, float alpha = 1f)
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{
return _progressColor.GetProgressColor(progress).WithAlpha(alpha);
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}
}