Basic drug shader (#9033)
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70
Content.Client/Drugs/RainbowOverlay.cs
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70
Content.Client/Drugs/RainbowOverlay.cs
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using Content.Shared.Drugs;
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using Content.Shared.StatusEffect;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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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.Drugs;
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public sealed class RainbowOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _rainbowShader;
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public float Intoxication = 0.0f;
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private const float VisualThreshold = 10.0f;
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private const float PowerDivisor = 250.0f;
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private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
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public RainbowOverlay()
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{
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IoCManager.InjectDependencies(this);
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_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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return;
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if (!_entityManager.HasComponent<SeeingRainbowsComponent>(playerEntity)
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|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
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return;
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var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
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if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
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return;
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var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
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Intoxication += (timeLeft - Intoxication) * args.DeltaSeconds / 16f;
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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return EffectScale > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_rainbowShader.SetParameter("effectScale", EffectScale);
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handle.UseShader(_rainbowShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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}
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}
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