Misc stealth and box changes (#11809)

* git mv

* Disable shader while box is open

* Hide entity menu / prevent examine

* fix recursion fix recursion fix recursion fix recursion

* Better visibility checks

* min and max visibility fields

* fix reference point
This commit is contained in:
Leon Friedrich
2022-10-15 17:15:25 +13:00
committed by GitHub
parent 8199d361c1
commit 6f4bb040e4
12 changed files with 222 additions and 52 deletions

View File

@@ -22,35 +22,48 @@ public sealed class StealthSystem : SharedStealthSystem
SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
}
protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
{
base.OnInit(uid, component, args);
if (!TryComp(uid, out SpriteComponent? sprite))
if (!Resolve(uid, ref component) || component.Enabled == value)
return;
sprite.PostShader = _shader;
sprite.GetScreenTexture = true;
sprite.RaiseShaderEvent = true;
base.SetEnabled(uid, value, component);
SetShader(uid, value, component);
}
private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref component, ref sprite, false))
return;
sprite.Color = Color.White;
sprite.PostShader = enabled ? _shader : null;
sprite.GetScreenTexture = enabled;
sprite.RaiseShaderEvent = enabled;
if (!enabled)
{
if (component.HadOutline)
AddComp<InteractionOutlineComponent>(uid);
return;
}
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
RemComp(uid, outline);
RemCompDeferred(uid, outline);
component.HadOutline = true;
}
}
protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
{
base.OnInit(uid, component, args);
SetShader(uid, component.Enabled, component);
}
private void OnRemove(EntityUid uid, StealthComponent component, ComponentRemove args)
{
if (!TryComp(uid, out SpriteComponent? sprite))
return;
sprite.PostShader = null;
sprite.GetScreenTexture = false;
sprite.RaiseShaderEvent = false;
sprite.Color = Color.White;
if (component.HadOutline)
AddComp<InteractionOutlineComponent>(uid);
SetShader(uid, false, component);
}
private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
@@ -61,9 +74,17 @@ public sealed class StealthSystem : SharedStealthSystem
// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
// unchanged.
var parentXform = Transform(Transform(uid).ParentUid);
var parent = Transform(uid).ParentUid;
if (!parent.IsValid())
return; // should never happen, but lets not kill the client.
var parentXform = Transform(parent);
var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
reference.X = -reference.X;
var visibility = GetVisibility(uid, component);
// actual visual visibility effect is limited to +/- 1.
visibility = Math.Clamp(visibility, -1f, 1f);
_shader.SetParameter("reference", reference);
_shader.SetParameter("visibility", visibility);