Move do_afters to an overlay (#10463)
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141
Content.Client/DoAfter/DoAfterOverlay.cs
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141
Content.Client/DoAfter/DoAfterOverlay.cs
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using Content.Client.Resources;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.DoAfter;
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public sealed class DoAfterOverlay : Overlay
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly SharedTransformSystem _transform;
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private Texture _barTexture;
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private ShaderInstance _shader;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay()
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{
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IoCManager.InjectDependencies(this);
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_barTexture = IoCManager.Resolve<IResourceCache>()
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.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
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_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var scale = _configManager.GetCVar(CVars.DisplayUIScale);
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3.CreateRotation(-rotation);
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handle.UseShader(_shader);
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// TODO: Need active DoAfter component (or alternatively just make DoAfter itself active)
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foreach (var comp in _entManager.EntityQuery<DoAfterComponent>(true))
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{
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if (comp.DoAfters.Count == 0 ||
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!xformQuery.TryGetComponent(comp.Owner, out var xform) ||
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xform.MapID != args.MapId)
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{
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continue;
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}
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var worldPosition = _transform.GetWorldPosition(xform);
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if (!args.WorldAABB.Contains(worldPosition))
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continue;
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var index = 0;
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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foreach (var (_, doAfter) in comp.DoAfters)
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{
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var elapsed = doAfter.Accumulator;
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var displayRatio = MathF.Min(1.0f,
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elapsed / doAfter.Delay);
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Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
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Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
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handle.SetTransform(matty);
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var offset = _barTexture.Height / scale * index;
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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float yOffset;
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if (spriteQuery.TryGetComponent(comp.Owner, out var sprite))
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{
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yOffset = sprite.Bounds.Height / 2f + 0.05f;
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}
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else
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{
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yOffset = 0.5f;
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}
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
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yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
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// Draw the underlying bar texture
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handle.DrawTexture(_barTexture, position);
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// Draw the bar itself
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var cancelled = doAfter.Cancelled;
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Color color;
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const float flashTime = 0.125f;
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// if we're cancelled then flick red / off.
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if (cancelled)
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{
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var flash = Math.Floor(doAfter.CancelledAccumulator / flashTime) % 2 == 0;
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color = new Color(1f, 0f, 0f, flash ? 1f : 0f);
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}
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else
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{
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color = GetProgressColor(displayRatio);
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}
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// Hardcoded width of the progress bar because it doesn't match the texture.
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const float startX = 2f;
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const float endX = 22f;
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var xProgress = (endX - startX) * displayRatio + startX;
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var box = new Box2(new Vector2(startX, 3f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
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box = box.Translated(position);
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handle.DrawRect(box, color);
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index++;
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}
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}
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handle.UseShader(null);
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handle.SetTransform(Matrix3.Identity);
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}
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public static Color GetProgressColor(float progress)
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{
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if (progress >= 1.0f)
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{
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return new Color(0f, 1f, 0f);
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}
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// lerp
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var hue = (5f / 18f) * progress;
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return Color.FromHsv((hue, 1f, 0.75f, 1f));
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}
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}
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