Get rid of the OverlayEffectsComponent stuff (#3010)

* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality

* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
This commit is contained in:
20kdc
2021-01-24 08:17:45 +00:00
committed by GitHub
parent 329d599107
commit e53ae365a3
21 changed files with 65 additions and 659 deletions

View File

@@ -3,6 +3,7 @@ using Robust.Client.Graphics.Drawing;
using Robust.Client.Graphics.Overlays;
using Robust.Client.Graphics.Shaders;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Player;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
@@ -13,11 +14,12 @@ namespace Content.Client.Graphics.Overlays
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public CircleMaskOverlay() : base(nameof(SharedOverlayID.CircleMaskOverlay))
public CircleMaskOverlay() : base(nameof(CircleMaskOverlay))
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
@@ -25,6 +27,8 @@ namespace Content.Client.Graphics.Overlays
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
if (!GradientCircleMaskOverlay.LocalPlayerHasState(_playerManager, false, true))
return;
handle.UseShader(_shader);
var worldHandle = (DrawingHandleWorld)handle;
var viewport = _eyeManager.GetWorldViewport();

View File

@@ -1,5 +1,6 @@
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Interfaces;
using Content.Shared.Network.NetMessages;
using Robust.Client.Graphics;
using Robust.Client.Graphics.Drawing;
using Robust.Client.Graphics.Overlays;
@@ -14,7 +15,7 @@ using SixLabors.ImageSharp.PixelFormats;
namespace Content.Client.Graphics.Overlays
{
public class FlashOverlay : Overlay, IConfigurableOverlay
public class FlashOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IClyde _displayManager = default!;
@@ -22,27 +23,33 @@ namespace Content.Client.Graphics.Overlays
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
private readonly ShaderInstance _shader;
private readonly double _startTime;
private int _lastsFor = 5000;
private double _startTime = -1;
private double _lastsFor = 1;
private Texture _screenshotTexture;
public FlashOverlay() : base(nameof(SharedOverlayID.FlashOverlay))
public FlashOverlay() : base(nameof(FlashOverlay))
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
}
_startTime = _gameTiming.CurTime.TotalMilliseconds;
public void ReceiveFlash(double duration)
{
_displayManager.Screenshot(ScreenshotType.BeforeUI, image =>
{
var rgba32Image = image.CloneAs<Rgba32>(Configuration.Default);
_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
});
_startTime = _gameTiming.CurTime.TotalSeconds;
_lastsFor = duration;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
if (percentComplete >= 1.0f)
return;
handle.UseShader(_shader);
var percentComplete = (float) ((_gameTiming.CurTime.TotalMilliseconds - _startTime) / _lastsFor);
_shader?.SetParameter("percentComplete", percentComplete);
var screenSpaceHandle = handle as DrawingHandleScreen;
@@ -60,13 +67,5 @@ namespace Content.Client.Graphics.Overlays
_screenshotTexture = null;
}
public void Configure(OverlayParameter parameters)
{
if (parameters is TimedOverlayParameter timedParams)
{
_lastsFor = timedParams.Length;
}
}
}
}

View File

@@ -1,8 +1,10 @@
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Client.Graphics.Drawing;
using Robust.Client.Graphics.Overlays;
using Robust.Client.Graphics.Shaders;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Player;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
@@ -13,18 +15,43 @@ namespace Content.Client.Graphics.Overlays
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public GradientCircleMaskOverlay() : base(nameof(SharedOverlayID.GradientCircleMaskOverlay))
public GradientCircleMaskOverlay() : base(nameof(GradientCircleMaskOverlay))
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
}
public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) {
var playerEntity = pm.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
{
return false;
}
if (playerEntity.TryGetComponent<IMobStateComponent>(out var mobState))
{
if (critical)
if (mobState.IsCritical())
return true;
if (dead)
if (mobState.IsDead())
return true;
}
return false;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
if (!LocalPlayerHasState(_playerManager, true, false))
return;
handle.UseShader(_shader);
var worldHandle = (DrawingHandleWorld)handle;
var viewport = _eyeManager.GetWorldViewport();