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65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using System.Numerics;
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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.Shadowkin;
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namespace Content.Client.Overlays;
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/// <summary>
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/// A simple overlay that applies a colored tint to the screen.
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/// </summary>
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public sealed class ColorTintOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IPlayerManager _player = 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 _shader;
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/// <summary>
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/// The color to tint the screen to as RGB on a scale of 0-1.
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/// </summary>
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public Robust.Shared.Maths.Vector3? TintColor = null;
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/// <summary>
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/// The percent to tint the screen by on a scale of 0-1.
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/// </summary>
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public float? TintAmount = null;
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public ColorTintOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototype.Index<ShaderPrototype>("ColorTint").InstanceUnique();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (_player.LocalEntity is not { Valid: true } player
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|| !_entityManager.HasComponent<ShadowkinComponent>(player))
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return false;
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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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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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if (TintColor != null)
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_shader.SetParameter("tint_color", (Robust.Shared.Maths.Vector3) TintColor);
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if (TintAmount != null)
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_shader.SetParameter("tint_amount", (float) TintAmount);
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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(_shader);
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worldHandle.DrawRect(viewport, Color.White);
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worldHandle.UseShader(null);
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}
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}
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