using Content.Shared._CP14.MagicVision; using Content.Shared.CCVar; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Configuration; using Robust.Shared.Enums; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client._CP14.MagicVision; public sealed class CP14MagicVisionOverlay : Overlay { [Dependency] private readonly IConfigurationManager _config = default!; [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IGameTiming _timing = default!; public override OverlaySpace Space => OverlaySpace.WorldSpace; public override bool RequestScreenTexture => true; private readonly ShaderInstance _drowsinessShader; public float CurrentPower = 10.0f; public TimeSpan StartOverlay = TimeSpan.Zero; // when the overlay started private const float PowerDivisor = 250.0f; private float _intensity = 0.2f; // for adjusting the visual scale private float _visualScale = 0; // between 0 and 1 public CP14MagicVisionOverlay() { IoCManager.InjectDependencies(this); _drowsinessShader = _prototypeManager.Index("Drowsiness").InstanceUnique(); _config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true); } protected override void FrameUpdate(FrameEventArgs args) { var playerEntity = _playerManager.LocalEntity; if (playerEntity == null) return; var curTime = _timing.CurTime; var timeLeft = (float)(curTime - StartOverlay).TotalSeconds; CurrentPower = Math.Min(150f, 150f / Math.Max((float)timeLeft * 1.8f, 1.0f)); } protected override bool BeforeDraw(in OverlayDrawArgs args) { if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp)) return false; if (args.Viewport.Eye != eyeComp.Eye) return false; _visualScale = Math.Clamp(CurrentPower / PowerDivisor, 0.0f, 1.0f); return _visualScale >= 0; } private void OnReducedMotionChanged(bool reducedMotion) { _intensity = reducedMotion ? 0f : 0.2f; } protected override void Draw(in OverlayDrawArgs args) { if (ScreenTexture == null) return; var handle = args.WorldHandle; _drowsinessShader.SetParameter("SCREEN_TEXTURE", ScreenTexture); _drowsinessShader.SetParameter("Strength", _visualScale * _intensity); handle.UseShader(_drowsinessShader); handle.DrawRect(args.WorldBounds, Color.White); handle.UseShader(null); } }