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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Port from WWDP. Refactor from [Goob](https://github.com/Goob-Station/Goob-Station/pull/1251) --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  Night vision goggles:  Zealot's blindfold:  Animal vision:  Thermal vision goggles:  Deathsquad helmet:  Xeno vision:  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 @Aviu00, Spatison, @PuroSlavKing - add: Added night vision goggle - add: Added thermal vision goggle - add: Deathsquad helmet now grants night and thermal vision. - add: Ninja visor now grants night vision. - tweak: Some animals have gained night vision. - tweak: Xenos have gained night vision. --------- Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: PuroSlavKing <103608145+puroslavking@users.noreply.github.com> (cherry picked from commit 0f481422a54a197923f4bf03db1b5733e481965f)
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using System.Numerics;
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using Content.Shared.Overlays.Switchable;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays.Switchable;
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public sealed class BaseSwitchableOverlay<TComp> : Overlay where TComp : SwitchableOverlayComponent
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{
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[Dependency] private readonly IPrototypeManager _prototype = 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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public TComp? Comp = null;
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public bool IsActive = true;
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public BaseSwitchableOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototype.Index<ShaderPrototype>("NightVision").InstanceUnique();
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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 || Comp is null || !IsActive)
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return;
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_shader.SetParameter("tint", Comp.Tint);
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_shader.SetParameter("luminance_threshold", Comp.Strength);
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_shader.SetParameter("noise_amount", Comp.Noise);
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var worldHandle = args.WorldHandle;
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var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime);
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var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime);
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worldHandle.SetTransform(Matrix3x2.Identity);
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worldHandle.UseShader(_shader);
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worldHandle.DrawRect(args.WorldBounds, Comp.Color.WithAlpha(alpha));
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worldHandle.UseShader(null);
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}
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}
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