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86 lines
3.1 KiB
C#
86 lines
3.1 KiB
C#
using System.Numerics;
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using Content.Shared._White.Cult;
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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 Robust.Shared.Utility;
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using CultistComponent = Content.Shared._White.Cult.Components.CultistComponent;
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namespace Content.Client._White.Cult;
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public sealed class CultHudOverlay : Overlay
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{
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private readonly IEntityManager _entityManager;
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private readonly SharedTransformSystem _transformSystem;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var spriteQuery = _entityManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
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const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
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foreach (var cultist in _entityManager.EntityQuery<CultistComponent>(true))
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{
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if (!xformQuery.TryGetComponent(cultist.Owner, out var xform) ||
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xform.MapID != args.MapId)
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{
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continue;
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}
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var worldPosition = _transformSystem.GetWorldPosition(xform);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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ContentMathHelper.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
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ContentMathHelper.Multiply(rotationMatrix, scaledWorld, out var matty);
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handle.SetTransform(matty);
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var cultistIcon = new SpriteSpecifier.Rsi(new ResPath("/Textures/White/Cult/cult_hud.rsi"), "cult");
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var iconTexture = _entityManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(cultistIcon);
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float yOffset;
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float xOffset;
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if (spriteQuery.TryGetComponent(cultist.Owner, out var sprite))
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{
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yOffset = sprite.Bounds.Height - 10f; //sprite.Bounds.Height + 7f;
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xOffset = sprite.Bounds.Width - 40f; //sprite.Bounds.Width + 7f;
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}
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else
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{
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yOffset = 1f;
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xOffset = 1f;
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}
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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var position = new Vector2(xOffset / EyeManager.PixelsPerMeter, yOffset / EyeManager.PixelsPerMeter);
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// Draw the underlying bar texture
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if (sprite != null && !sprite.ContainerOccluded)
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{
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handle.DrawTexture(iconTexture, position);
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}
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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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public CultHudOverlay(IEntityManager entityManager)
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{
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_entityManager = entityManager;
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_transformSystem = _entityManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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}
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}
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