Files
crystall-punk-14/Content.Client/Graphics/Overlays/CritOverlay.cs
GraniteSidewalk 549d84174c Singularity Shaders and a lot of Shader Stuff (#2517)
* Beginnings of singulo shader

* LOTS of changes!!

* Minor changes

* Singulo stuff

* Aesthetic changes to singulo

* Combining singulo change

* ShaderAura uses IEntities now, not IPlayerSession

* Fixes?

* Fixes draw order for atmos

* using fix

* Address reviews

* nuget.config whaaa

* nuget haha

* nuget why are you so dum

* happy now

* Preparing for omegachange

* Merge from seventh level of hell

* woork

* Ignorecomponents add

* mmf

* RobustToolbox?

* Fixes

* Fixes Robust?

* adds sprite

* Nullables

* Crit overlay stuff

* Commits Robust
2021-03-09 02:33:41 -08:00

59 lines
1.9 KiB
C#

using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Graphics.Overlays
{
public class CritOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _gradientCircleShader, _glowingBorderShader;
public CritOverlay()
{
IoCManager.InjectDependencies(this);
_gradientCircleShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
}
public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) {
var playerEntity = pm.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
{
return false;
}
if (playerEntity.TryGetComponent<IMobStateComponent>(out var mobState))
{
if (critical)
if (mobState.IsCritical())
return true;
if (dead)
if (mobState.IsDead())
return true;
}
return false;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
if (!LocalPlayerHasState(_playerManager, true, false))
return;
var worldHandle = (DrawingHandleWorld) handle;
var viewport = _eyeManager.GetWorldViewport();
handle.UseShader(_gradientCircleShader);
worldHandle.DrawRect(viewport, Color.White);
}
}
}