53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Content.Shared.Abilities;
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using System.Numerics;
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namespace Content.Client._DV.Overlays;
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public sealed partial class UltraVisionOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] IEntityManager _entityManager = default!;
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public override bool RequestScreenTexture => true;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _ultraVisionShader;
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public UltraVisionOverlay()
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{
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IoCManager.InjectDependencies(this);
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_ultraVisionShader = _prototypeManager.Index<ShaderPrototype>("UltraVision").Instance().Duplicate();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (_playerManager.LocalEntity is not { Valid: true } player
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|| !_entityManager.HasComponent<UltraVisionComponent>(player))
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{
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return false;
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}
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return base.BeforeDraw(in args);
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture is null)
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return;
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_ultraVisionShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldBounds;
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worldHandle.SetTransform(Matrix3x2.Identity);
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worldHandle.UseShader(_ultraVisionShader);
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worldHandle.DrawRect(viewport, Color.White);
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worldHandle.UseShader(null); // important - as of writing, construction overlay breaks without this
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}
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}
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