6
2025-11-12 10:55:00 +03:00

53 lines
1.7 KiB
C#

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