* Created wave shader * more to _CP14 folders * add to tree * fix * pipiipi * Provided shader uniform to component fields * Fixed wave shader shit * goodies --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Ed <edwardxperia2000@gmail.com>
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Client._CP14.Wave;
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public sealed class CP14WaveShaderSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private ShaderInstance _shader = default!;
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public override void Initialize()
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{
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base.Initialize();
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_shader = _protoMan.Index<ShaderPrototype>("Wave").InstanceUnique();
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SubscribeLocalEvent<CP14WaveShaderComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<CP14WaveShaderComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<CP14WaveShaderComponent, BeforePostShaderRenderEvent>(OnBeforeShaderPost);
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}
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private void OnStartup(Entity<CP14WaveShaderComponent> entity, ref ComponentStartup args)
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{
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entity.Comp.Offset = _random.NextFloat(0, 1000);
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SetShader(entity.Owner, _shader);
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}
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private void OnShutdown(Entity<CP14WaveShaderComponent> entity, ref ComponentShutdown args)
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{
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SetShader(entity.Owner, null);
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}
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private void SetShader(Entity<SpriteComponent?> entity, ShaderInstance? instance)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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entity.Comp.PostShader = instance;
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entity.Comp.GetScreenTexture = instance is not null;
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entity.Comp.RaiseShaderEvent = instance is not null;
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}
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private void OnBeforeShaderPost(Entity<CP14WaveShaderComponent> entity, ref BeforePostShaderRenderEvent args)
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{
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_shader.SetParameter("Speed", entity.Comp.Speed);
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_shader.SetParameter("Dis", entity.Comp.Dis);
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_shader.SetParameter("Offset", entity.Comp.Offset);
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}
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}
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