6
2025-11-07 12:32:48 +03:00

139 lines
4.6 KiB
C#

using Content.Shared._Horizon.NightVision;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client._Horizon.NightVision;
public sealed class NightVisionOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly ILightManager _lightManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _greyscaleShader;
private readonly Color _baseNightVisionColor;
private float _currentIntensity = 0f;
private const float TransitionSpeed = 1.5f;
private const float MaxIntensity = 0.9f;
private NightVisionComponent _nightVisionComponent = default!;
private bool _isTransitioning = false;
private bool _lastNightVisionState = false;
public NightVisionOverlay(Color color)
{
IoCManager.InjectDependencies(this);
_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
_baseNightVisionColor = color;
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!TryGetPlayerComponents(args, out var _, out var nightvisionComp))
return false;
_nightVisionComponent = nightvisionComp;
if (_lastNightVisionState != _nightVisionComponent.IsNightVision)
{
_isTransitioning = true;
_lastNightVisionState = _nightVisionComponent.IsNightVision;
}
if (!_nightVisionComponent.IsNightVision && _currentIntensity <= 0f && _nightVisionComponent.DrawShadows)
{
_lightManager.DrawLighting = true;
_nightVisionComponent.DrawShadows = false;
_nightVisionComponent.GraceFrame = true;
return true;
}
return _nightVisionComponent.IsNightVision || _currentIntensity > 0f;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
if (!_nightVisionComponent.GraceFrame)
{
if (_isTransitioning)
{
if (_nightVisionComponent.IsNightVision)
{
_nightVisionComponent.DrawShadows = true;
_lightManager.DrawLighting = false;
HandleNightVisionActivation();
if (_currentIntensity >= MaxIntensity)
_isTransitioning = false;
}
else
{
HandleNightVisionDeactivation();
if (_currentIntensity <= 0f)
_isTransitioning = false;
}
}
}
else
{
_nightVisionComponent.GraceFrame = false;
}
_greyscaleShader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var worldHandle = args.WorldHandle;
var viewport = args.WorldBounds;
var targetColor = _baseNightVisionColor.WithAlpha(_currentIntensity);
worldHandle.UseShader(_greyscaleShader);
worldHandle.DrawRect(viewport, targetColor);
worldHandle.UseShader(null);
}
private bool TryGetPlayerComponents(in OverlayDrawArgs args, out EyeComponent? eyeComp, out NightVisionComponent nightvisionComp)
{
eyeComp = null;
var playerEntity = _playerManager.LocalSession?.AttachedEntity;
if (playerEntity == null ||
!_entityManager.TryGetComponent(playerEntity, out eyeComp) ||
args.Viewport.Eye != eyeComp.Eye ||
!_entityManager.TryGetComponent<NightVisionComponent>(playerEntity.Value, out var nvComp))
{
nightvisionComp = default!;
return false;
}
nightvisionComp = nvComp;
return true;
}
private void HandleNightVisionActivation()
{
_currentIntensity = Math.Min(_currentIntensity + TransitionSpeed * (float)_timing.FrameTime.TotalSeconds, MaxIntensity);
}
private void HandleNightVisionDeactivation()
{
_currentIntensity = Math.Max(_currentIntensity - TransitionSpeed * (float)_timing.FrameTime.TotalSeconds, 0);
_lightManager.DrawLighting = true;
_nightVisionComponent.DrawShadows = false;
_nightVisionComponent.GraceFrame = true;
}
}