Task/fix nightvision huds (#26726)
* StatusIcon: add field to set if icon should be rendered with shading * set/unset shader based on icon field * set new field to true for hud icons * re-shade health bars
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@@ -19,7 +19,6 @@ namespace Content.Client.Overlays;
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/// </summary>
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public sealed class EntityHealthBarOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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private readonly IEntityManager _entManager;
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private readonly SharedTransformSystem _transform;
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private readonly MobStateSystem _mobStateSystem;
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@@ -27,17 +26,14 @@ public sealed class EntityHealthBarOverlay : Overlay
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private readonly ProgressColorSystem _progressColor;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public HashSet<string> DamageContainers = new();
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private readonly ShaderInstance _shader;
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public EntityHealthBarOverlay(IEntityManager entManager)
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{
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IoCManager.InjectDependencies(this);
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_entManager = entManager;
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_transform = _entManager.System<SharedTransformSystem>();
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_mobStateSystem = _entManager.System<MobStateSystem>();
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_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -50,8 +46,6 @@ public sealed class EntityHealthBarOverlay : Overlay
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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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var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
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while (query.MoveNext(out var uid,
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out var mobThresholdsComponent,
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@@ -122,7 +116,6 @@ public sealed class EntityHealthBarOverlay : Overlay
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handle.DrawRect(pixelDarken, Black.WithAlpha(128));
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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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@@ -3,9 +3,9 @@ using Content.Shared.StatusIcon.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using System.Numerics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using System.Numerics;
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namespace Content.Client.StatusIcon;
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@@ -18,7 +18,7 @@ public sealed class StatusIconOverlay : Overlay
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private readonly SpriteSystem _sprite;
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private readonly TransformSystem _transform;
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private readonly StatusIconSystem _statusIcon;
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private readonly ShaderInstance _shader;
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private readonly ShaderInstance _unshadedShader;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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@@ -29,7 +29,7 @@ public sealed class StatusIconOverlay : Overlay
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_sprite = _entity.System<SpriteSystem>();
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_transform = _entity.System<TransformSystem>();
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_statusIcon = _entity.System<StatusIconSystem>();
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_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
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_unshadedShader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -42,8 +42,6 @@ public sealed class StatusIconOverlay : Overlay
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var scaleMatrix = Matrix3.CreateScale(new Vector2(1, 1));
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var rotationMatrix = Matrix3.CreateRotation(-eyeRot);
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handle.UseShader(_shader);
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var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform, out var meta))
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{
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@@ -111,11 +109,16 @@ public sealed class StatusIconOverlay : Overlay
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}
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if (proto.IsShaded)
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handle.UseShader(null);
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else
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handle.UseShader(_unshadedShader);
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var position = new Vector2(xOffset, yOffset);
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handle.DrawTexture(texture, position);
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}
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}
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handle.UseShader(null);
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handle.UseShader(null);
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}
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}
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}
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