[2 lines] fix blinding (#9690)

* Adds blinding + blindfolds (#8688)

* Adds blinding + blindfolds

* Don't break examining lol

* moment

* fix toggle lights behavior

* move checks around

* Sloth review

* Added a salvage funny

* review

* woops

* Switch circle shader

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* resolve merge conflict

Co-authored-by: wrexbe <wrexbe@protonmail.com>
This commit is contained in:
Rane
2022-07-14 07:58:24 -04:00
committed by GitHub
parent ef92c351bf
commit 83c03b60a1
21 changed files with 309 additions and 1 deletions

View File

@@ -0,0 +1,80 @@
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 BlindOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] IEntityManager _entityManager = default!;
[Dependency] ILightManager _lightManager = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _greyscaleShader;
private readonly ShaderInstance _circleMaskShader;
private BlindableComponent _blindableComponent = default!;
public BlindOverlay()
{
IoCManager.InjectDependencies(this);
_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
_circleMaskShader = _prototypeManager.Index<ShaderPrototype>("CircleMask").InstanceUnique();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
return false;
if (!_entityManager.TryGetComponent<BlindableComponent>(playerEntity, out var blindComp))
return false;
_blindableComponent = blindComp;
var blind = _blindableComponent.Sources > 0;
if (!blind && _blindableComponent.LightSetup) // Turn FOV back on if we can see again
{
_lightManager.Enabled = true;
_blindableComponent.LightSetup = false;
_blindableComponent.GraceFrame = true;
return true;
}
return blind;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
if (!_blindableComponent.GraceFrame)
{
_blindableComponent.LightSetup = true; // Ok we touched the lights
_lightManager.Enabled = false;
} else
{
_blindableComponent.GraceFrame = false;
}
_greyscaleShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var worldHandle = args.WorldHandle;
var viewport = args.WorldBounds;
worldHandle.SetTransform(Matrix3.Identity);
worldHandle.UseShader(_greyscaleShader);
worldHandle.DrawRect(viewport, Color.White);
worldHandle.UseShader(_circleMaskShader);
worldHandle.DrawRect(viewport, Color.White);
}
}
}

View File

@@ -0,0 +1,55 @@
using Content.Shared.Eye.Blinding;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
namespace Content.Client.Eye.Blinding;
public sealed class BlindingSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] ILightManager _lightManager = default!;
private BlindOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlindableComponent, ComponentInit>(OnBlindInit);
SubscribeLocalEvent<BlindableComponent, ComponentShutdown>(OnBlindShutdown);
SubscribeLocalEvent<BlindableComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<BlindableComponent, PlayerDetachedEvent>(OnPlayerDetached);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, BlindableComponent component, PlayerAttachedEvent args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, BlindableComponent component, PlayerDetachedEvent args)
{
_overlayMan.RemoveOverlay(_overlay);
_lightManager.Enabled = true;
}
private void OnBlindInit(EntityUid uid, BlindableComponent component, ComponentInit args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
_overlayMan.AddOverlay(_overlay);
}
private void OnBlindShutdown(EntityUid uid, BlindableComponent component, ComponentShutdown args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
{
_overlayMan.RemoveOverlay(_overlay);
}
}
}