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
This commit is contained in:
PrPleGoo
2024-04-05 01:05:01 +02:00
committed by GitHub
parent bb1cb18aaf
commit d314a41e4f
7 changed files with 49 additions and 34 deletions

View File

@@ -19,7 +19,6 @@ namespace Content.Client.Overlays;
/// </summary>
public sealed class EntityHealthBarOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
private readonly IEntityManager _entManager;
private readonly SharedTransformSystem _transform;
private readonly MobStateSystem _mobStateSystem;
@@ -27,17 +26,14 @@ public sealed class EntityHealthBarOverlay : Overlay
private readonly ProgressColorSystem _progressColor;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public HashSet<string> DamageContainers = new();
private readonly ShaderInstance _shader;
public EntityHealthBarOverlay(IEntityManager entManager)
{
IoCManager.InjectDependencies(this);
_entManager = entManager;
_transform = _entManager.System<SharedTransformSystem>();
_mobStateSystem = _entManager.System<MobStateSystem>();
_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
_progressColor = _entManager.System<ProgressColorSystem>();
_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
@@ -50,8 +46,6 @@ public sealed class EntityHealthBarOverlay : Overlay
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
handle.UseShader(_shader);
var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
while (query.MoveNext(out var uid,
out var mobThresholdsComponent,
@@ -122,7 +116,6 @@ public sealed class EntityHealthBarOverlay : Overlay
handle.DrawRect(pixelDarken, Black.WithAlpha(128));
}
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}