Eye damage (#10262)

This commit is contained in:
Rane
2022-08-14 01:59:14 -04:00
committed by GitHub
parent ef924faae7
commit 572a4f7fb3
39 changed files with 653 additions and 20 deletions

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using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Content.Shared.Eye.Blinding;
namespace Content.Client.Eye.Blinding
{
public sealed class BlurryVisionOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _blurryVisionXShader;
private readonly ShaderInstance _blurryVisionYShader;
private BlurryVisionComponent _blurryVisionComponent = default!;
public BlurryVisionOverlay()
{
IoCManager.InjectDependencies(this);
_blurryVisionXShader = _prototypeManager.Index<ShaderPrototype>("BlurryVisionX").InstanceUnique();
_blurryVisionYShader = _prototypeManager.Index<ShaderPrototype>("BlurryVisionY").InstanceUnique();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
return false;
if (!_entityManager.TryGetComponent<BlurryVisionComponent>(playerEntity, out var blurComp))
return false;
if (!blurComp.Active)
return false;
if (_entityManager.TryGetComponent<BlindableComponent>(playerEntity, out var blindComp)
&& blindComp.Sources > 0)
return false;
_blurryVisionComponent = blurComp;
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
_blurryVisionXShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_blurryVisionXShader?.SetParameter("BLUR_AMOUNT", (_blurryVisionComponent.Magnitude / 10));
_blurryVisionYShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_blurryVisionYShader?.SetParameter("BLUR_AMOUNT", (_blurryVisionComponent.Magnitude / 10));
var worldHandle = args.WorldHandle;
var viewport = args.WorldBounds;
worldHandle.SetTransform(Matrix3.Identity);
worldHandle.UseShader(_blurryVisionXShader);
worldHandle.DrawRect(viewport, Color.White);
worldHandle.UseShader(_blurryVisionYShader);
worldHandle.DrawRect(viewport, Color.White);
}
}
}

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using Content.Shared.Eye.Blinding;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
namespace Content.Client.Eye.Blinding;
public sealed class BlurryVisionSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private BlurryVisionOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlurryVisionComponent, ComponentInit>(OnBlurryInit);
SubscribeLocalEvent<BlurryVisionComponent, ComponentShutdown>(OnBlurryShutdown);
SubscribeLocalEvent<BlurryVisionComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<BlurryVisionComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<BlurryVisionComponent, ComponentHandleState>(OnHandleState);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, BlurryVisionComponent component, PlayerAttachedEvent args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, BlurryVisionComponent component, PlayerDetachedEvent args)
{
_overlayMan.RemoveOverlay(_overlay);
}
private void OnBlurryInit(EntityUid uid, BlurryVisionComponent component, ComponentInit args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
_overlayMan.AddOverlay(_overlay);
}
private void OnBlurryShutdown(EntityUid uid, BlurryVisionComponent component, ComponentShutdown args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
{
_overlayMan.RemoveOverlay(_overlay);
}
}
private void OnHandleState(EntityUid uid, BlurryVisionComponent component, ref ComponentHandleState args)
{
if (args.Current is not BlurryVisionComponentState state)
return;
component.Magnitude = state.Magnitude;
}
}