Basic drug shader (#9033)

This commit is contained in:
Leon Friedrich
2022-06-23 16:33:07 +12:00
committed by GitHub
parent 37bd341854
commit bf489adb91
8 changed files with 236 additions and 0 deletions

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using Content.Shared.Drugs;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
namespace Content.Client.Drugs;
/// <summary>
/// System to handle drug related overlays.
/// </summary>
public sealed class DrugOverlaySystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private RainbowOverlay _overlay = default!;
public static string RainbowKey = "SeeingRainbows";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SeeingRainbowsComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<SeeingRainbowsComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SeeingRainbowsComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<SeeingRainbowsComponent, PlayerDetachedEvent>(OnPlayerDetached);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, SeeingRainbowsComponent component, PlayerAttachedEvent args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, SeeingRainbowsComponent component, PlayerDetachedEvent args)
{
_overlay.Intoxication = 0;
_overlayMan.RemoveOverlay(_overlay);
}
private void OnInit(EntityUid uid, SeeingRainbowsComponent component, ComponentInit args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
_overlayMan.AddOverlay(_overlay);
}
private void OnShutdown(EntityUid uid, SeeingRainbowsComponent component, ComponentShutdown args)
{
if (_player.LocalPlayer?.ControlledEntity == uid)
{
_overlay.Intoxication = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}
}

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using Content.Shared.Drugs;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Drugs;
public sealed class RainbowOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _rainbowShader;
public float Intoxication = 0.0f;
private const float VisualThreshold = 10.0f;
private const float PowerDivisor = 250.0f;
private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
public RainbowOverlay()
{
IoCManager.InjectDependencies(this);
_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
}
protected override void FrameUpdate(FrameEventArgs args)
{
var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<SeeingRainbowsComponent>(playerEntity)
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
return;
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
return;
var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
Intoxication += (timeLeft - Intoxication) * args.DeltaSeconds / 16f;
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
return EffectScale > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_rainbowShader.SetParameter("effectScale", EffectScale);
handle.UseShader(_rainbowShader);
handle.DrawRect(args.WorldBounds, Color.White);
}
}