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48 changes: 48 additions & 0 deletions
48
Content.Client/Overlays/Switchable/BaseSwitchableOverlay.cs
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using System.Numerics; | ||
using Content.Shared.Overlays.Switchable; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Enums; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Client.Overlays.Switchable; | ||
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public sealed class BaseSwitchableOverlay<TComp> : Overlay where TComp : SwitchableOverlayComponent | ||
{ | ||
[Dependency] private readonly IPrototypeManager _prototype = default!; | ||
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public override bool RequestScreenTexture => true; | ||
public override OverlaySpace Space => OverlaySpace.WorldSpace; | ||
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private readonly ShaderInstance _shader; | ||
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public TComp? Comp = null; | ||
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public bool IsActive = true; | ||
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public BaseSwitchableOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
_shader = _prototype.Index<ShaderPrototype>("NightVision").InstanceUnique(); | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
if (ScreenTexture is null || Comp is null || !IsActive) | ||
return; | ||
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture); | ||
_shader.SetParameter("tint", Comp.Tint); | ||
_shader.SetParameter("luminance_threshold", Comp.Strength); | ||
_shader.SetParameter("noise_amount", Comp.Noise); | ||
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var worldHandle = args.WorldHandle; | ||
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var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime); | ||
var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime); | ||
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worldHandle.SetTransform(Matrix3x2.Identity); | ||
worldHandle.UseShader(_shader); | ||
worldHandle.DrawRect(args.WorldBounds, Comp.Color.WithAlpha(alpha)); | ||
worldHandle.UseShader(null); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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using Content.Shared.Inventory.Events; | ||
using Content.Shared.Overlays.Switchable; | ||
using Robust.Client.Graphics; | ||
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namespace Content.Client.Overlays.Switchable; | ||
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public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent> | ||
{ | ||
[Dependency] private readonly IOverlayManager _overlayMan = default!; | ||
[Dependency] private readonly ILightManager _lightManager = default!; | ||
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private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle); | ||
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_overlay = new BaseSwitchableOverlay<NightVisionComponent>(); | ||
} | ||
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private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args) | ||
{ | ||
RefreshOverlay(args.User); | ||
} | ||
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protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args) | ||
{ | ||
base.UpdateInternal(args); | ||
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var active = false; | ||
NightVisionComponent? nvComp = null; | ||
foreach (var comp in args.Components) | ||
{ | ||
if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime) | ||
active = true; | ||
else | ||
continue; | ||
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if (comp.DrawOverlay) | ||
{ | ||
if (nvComp == null) | ||
nvComp = comp; | ||
else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f) | ||
nvComp = comp; | ||
} | ||
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if (active && nvComp is { PulseTime: <= 0 }) | ||
break; | ||
} | ||
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UpdateNightVision(active); | ||
UpdateOverlay(nvComp); | ||
} | ||
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protected override void DeactivateInternal() | ||
{ | ||
base.DeactivateInternal(); | ||
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UpdateNightVision(false); | ||
UpdateOverlay(null); | ||
} | ||
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private void UpdateNightVision(bool active) | ||
{ | ||
_lightManager.DrawLighting = !active; | ||
} | ||
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private void UpdateOverlay(NightVisionComponent? nvComp) | ||
{ | ||
_overlay.Comp = nvComp; | ||
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switch (nvComp) | ||
{ | ||
case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>(): | ||
_overlayMan.AddOverlay(_overlay); | ||
break; | ||
case null: | ||
_overlayMan.RemoveOverlay(_overlay); | ||
break; | ||
} | ||
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if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay)) | ||
overlay.IsActive = nvComp == null; | ||
} | ||
} |
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