Singularity Shaders and a lot of Shader Stuff (#2517)
* Beginnings of singulo shader * LOTS of changes!! * Minor changes * Singulo stuff * Aesthetic changes to singulo * Combining singulo change * ShaderAura uses IEntities now, not IPlayerSession * Fixes? * Fixes draw order for atmos * using fix * Address reviews * nuget.config whaaa * nuget haha * nuget why are you so dum * happy now * Preparing for omegachange * Merge from seventh level of hell * woork * Ignorecomponents add * mmf * RobustToolbox? * Fixes * Fixes Robust? * adds sprite * Nullables * Crit overlay stuff * Commits Robust
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58
Content.Client/Graphics/Overlays/CritOverlay.cs
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58
Content.Client/Graphics/Overlays/CritOverlay.cs
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Graphics.Overlays
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{
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public class CritOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _gradientCircleShader, _glowingBorderShader;
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public CritOverlay()
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{
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IoCManager.InjectDependencies(this);
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_gradientCircleShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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}
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public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) {
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var playerEntity = pm.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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{
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return false;
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}
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if (playerEntity.TryGetComponent<IMobStateComponent>(out var mobState))
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{
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if (critical)
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if (mobState.IsCritical())
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return true;
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if (dead)
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if (mobState.IsDead())
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return true;
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}
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return false;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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if (!LocalPlayerHasState(_playerManager, true, false))
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return;
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var worldHandle = (DrawingHandleWorld) handle;
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var viewport = _eyeManager.GetWorldViewport();
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handle.UseShader(_gradientCircleShader);
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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