feat: night vision

This commit is contained in:
Remuchi
2024-01-26 17:36:10 +07:00
parent a085815fc5
commit 27e500a7a9
9 changed files with 199 additions and 33 deletions

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using Content.Shared.White.Overlays;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client.White.Overlays
{
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 (!_entityManager.TryGetComponent<NightVisionComponent>(_playerManager.LocalSession?.AttachedEntity,
out var component))
{
return;
}
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader.SetParameter("tint", component.Tint);
_shader.SetParameter("luminance_threshold", component.Strength);
_shader.SetParameter("noise_amount", component.Noise);
handle.UseShader(_shader);
handle.DrawRect(args.WorldBounds, component.Color);
handle.UseShader(null);
}
}
}

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using Content.Shared.GameTicking;
using Content.Shared.White.Overlays;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.White.Overlays;
public sealed class NightVisionSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly ILightManager _lightManager = default!;
private NightVisionOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NightVisionComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<NightVisionComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<NightVisionComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<NightVisionComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRestart);
_overlay = new NightVisionOverlay();
}
private void OnPlayerAttached(EntityUid uid, NightVisionComponent component, PlayerAttachedEvent args)
{
_overlayMan.AddOverlay(_overlay);
_lightManager.DrawLighting = false;
}
private void OnPlayerDetached(EntityUid uid, NightVisionComponent component, PlayerDetachedEvent args)
{
_overlayMan.RemoveOverlay(_overlay);
_lightManager.DrawLighting = true;
}
private void OnInit(EntityUid uid, NightVisionComponent component, ComponentInit args)
{
if (_player.LocalSession?.AttachedEntity != uid)
return;
_overlayMan.AddOverlay(_overlay);
_lightManager.DrawLighting = false;
}
private void OnRemove(EntityUid uid, NightVisionComponent component, ComponentRemove args)
{
if (_player.LocalSession?.AttachedEntity != uid)
return;
_overlayMan.RemoveOverlay(_overlay);
_lightManager.DrawLighting = true;
}
private void OnRestart(RoundRestartCleanupEvent ev)
{
_overlayMan.RemoveOverlay(_overlay);
_lightManager.DrawLighting = true;
}
}