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)
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@@ -3,6 +3,7 @@ using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Graphics.Shaders;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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@@ -13,11 +14,12 @@ namespace Content.Client.Graphics.Overlays
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public CircleMaskOverlay() : base(nameof(SharedOverlayID.CircleMaskOverlay))
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public CircleMaskOverlay() : base(nameof(CircleMaskOverlay))
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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@@ -25,6 +27,8 @@ namespace Content.Client.Graphics.Overlays
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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if (!GradientCircleMaskOverlay.LocalPlayerHasState(_playerManager, false, true))
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return;
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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@@ -1,5 +1,6 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Interfaces;
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using Content.Shared.Network.NetMessages;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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@@ -14,7 +15,7 @@ using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Graphics.Overlays
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{
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public class FlashOverlay : Overlay, IConfigurableOverlay
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public class FlashOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClyde _displayManager = default!;
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@@ -22,27 +23,33 @@ namespace Content.Client.Graphics.Overlays
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _shader;
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private readonly double _startTime;
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private int _lastsFor = 5000;
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private double _startTime = -1;
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private double _lastsFor = 1;
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private Texture _screenshotTexture;
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public FlashOverlay() : base(nameof(SharedOverlayID.FlashOverlay))
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public FlashOverlay() : base(nameof(FlashOverlay))
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
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}
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_startTime = _gameTiming.CurTime.TotalMilliseconds;
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public void ReceiveFlash(double duration)
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{
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_displayManager.Screenshot(ScreenshotType.BeforeUI, image =>
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{
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var rgba32Image = image.CloneAs<Rgba32>(Configuration.Default);
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_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
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});
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_startTime = _gameTiming.CurTime.TotalSeconds;
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_lastsFor = duration;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
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if (percentComplete >= 1.0f)
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return;
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handle.UseShader(_shader);
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var percentComplete = (float) ((_gameTiming.CurTime.TotalMilliseconds - _startTime) / _lastsFor);
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_shader?.SetParameter("percentComplete", percentComplete);
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var screenSpaceHandle = handle as DrawingHandleScreen;
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@@ -60,13 +67,5 @@ namespace Content.Client.Graphics.Overlays
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_screenshotTexture = null;
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}
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public void Configure(OverlayParameter parameters)
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{
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if (parameters is TimedOverlayParameter timedParams)
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{
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_lastsFor = timedParams.Length;
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}
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}
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}
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}
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@@ -1,8 +1,10 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Graphics.Shaders;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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@@ -13,18 +15,43 @@ namespace Content.Client.Graphics.Overlays
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public GradientCircleMaskOverlay() : base(nameof(SharedOverlayID.GradientCircleMaskOverlay))
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public GradientCircleMaskOverlay() : base(nameof(GradientCircleMaskOverlay))
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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}
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public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) {
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var playerEntity = pm.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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{
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return false;
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}
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if (playerEntity.TryGetComponent<IMobStateComponent>(out var mobState))
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{
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if (critical)
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if (mobState.IsCritical())
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return true;
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if (dead)
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if (mobState.IsDead())
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return true;
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}
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return false;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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if (!LocalPlayerHasState(_playerManager, true, false))
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return;
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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