Files
crystall-punk-14/Content.Client/_CP14/MagicVision/CP14MagicVisionOverlay.cs
nukkuminen 4d381ac923 Make the magic vision effect better (#1766)
* Make the magic vision effect better

* whoops

* Lowered the intensity of the effect
Added support to remove the effect via settings
2025-09-12 17:25:53 +03:00

86 lines
2.9 KiB
C#

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<ShaderPrototype>("Drowsiness").InstanceUnique();
_config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true);
}
protected override void FrameUpdate(FrameEventArgs args)
{
var playerEntity = _playerManager.LocalEntity;
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<CP14MagicVisionComponent>(playerEntity))
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);
}
}