Blindness refactor (#15705)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Leon Friedrich
2023-04-29 17:32:14 +12:00
committed by GitHub
parent e0b809b62d
commit 84299cae63
34 changed files with 460 additions and 456 deletions

View File

@@ -4,6 +4,7 @@ using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Content.Shared.Eye.Blinding;
using Content.Shared.Eye.Blinding.Components;
namespace Content.Client.Eye.Blinding
{
@@ -46,7 +47,7 @@ namespace Content.Client.Eye.Blinding
_blindableComponent = blindComp;
var blind = _blindableComponent.Sources > 0;
var blind = _blindableComponent.IsBlind;
if (!blind && _blindableComponent.LightSetup) // Turn FOV back on if we can see again
{

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@@ -8,6 +8,7 @@ using System.Collections.Generic;
using System.Linq;
using Content.Shared.Administration;
using Content.Shared.Administration.Events;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.GameTicking;
using Robust.Shared.GameObjects;
using Robust.Shared.Network;

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@@ -4,24 +4,21 @@ using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Content.Shared.Eye.Blinding;
using Content.Shared.Eye.Blinding.Components;
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 _dim;
private BlurryVisionComponent _blurryVisionComponent = default!;
private float _magnitude;
public BlurryVisionOverlay()
{
IoCManager.InjectDependencies(this);
_dim = _prototypeManager.Index<ShaderPrototype>("Dim").InstanceUnique();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
@@ -40,33 +37,29 @@ namespace Content.Client.Eye.Blinding
if (!_entityManager.TryGetComponent<BlurryVisionComponent>(playerEntity, out var blurComp))
return false;
if (!blurComp.Active)
if (blurComp.Magnitude <= 0)
return false;
if (_entityManager.TryGetComponent<BlindableComponent>(playerEntity, out var blindComp)
&& blindComp.Sources > 0)
&& blindComp.IsBlind)
return false;
_blurryVisionComponent = blurComp;
_magnitude = blurComp.Magnitude;
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var opacity = -(_blurryVisionComponent.Magnitude / 15) + 0.9f;
_dim.SetParameter("DAMAGE_AMOUNT", opacity);
// TODO make this better.
// This is a really shitty effect.
// Maybe gradually shrink the view-size?
// Make the effect only apply to the edge of the viewport?
// Actually make it blurry??
var opacity = 0.5f * _magnitude / BlurryVisionComponent.MaxMagnitude;
var worldHandle = args.WorldHandle;
var viewport = args.WorldBounds;
worldHandle.UseShader(_dim);
worldHandle.SetTransform(Matrix3.Identity);
worldHandle.DrawRect(viewport, Color.Black);
worldHandle.UseShader(null);
worldHandle.DrawRect(viewport, Color.White.WithAlpha(opacity));
}
}
}

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@@ -1,4 +1,5 @@
using Content.Shared.Eye.Blinding;
using Content.Shared.Eye.Blinding.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
@@ -22,8 +23,6 @@ public sealed class BlurryVisionSystem : EntitySystem
SubscribeLocalEvent<BlurryVisionComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<BlurryVisionComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<BlurryVisionComponent, ComponentHandleState>(OnHandleState);
_overlay = new();
}
@@ -50,12 +49,4 @@ public sealed class BlurryVisionSystem : EntitySystem
_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;
}
}