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* It begins * Delete error.txt * Patch by Debug * HIDING WINGS NOW WORKS * Runs smoother from Shared * Delete HarpyVisualsSystem.cs * The entire clientside script is no longer needed, and the visuals now work correctly. Helmetbug is gone. * Update HarpyVisualsSystem.cs * First completed Harpy Hardsuit * Captain and Atmos tech birdsuits * Update hardsuit-helmets.yml * And more content * Adding new finch tail <3 * whoops * guh * I swear the tail works now, I just need the adhd meds to kick in * birb juggsuit * More stuff * Nukie hardsuits * fixing clipping issues on birb juggsuit * Update meta.json * aaaaaaaaa * two more * Ton of extra harpy sprites * Create equipped-INNERCLOTHING-harpy.png * Harpy Ultravision trait TODO: Optional trait that disables it * Trait that removes Ultravision * Code optimizations * Adding hueshift maps to all harpy markings * No more jumpsuits * 1984 the harpy jumpsuits, they are no longer needed * last 2 * final QA pass * shennanigans related to an earlier merge conflict --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
45 lines
1.5 KiB
C#
45 lines
1.5 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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namespace Content.Client.DeltaV.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 void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
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return;
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if (!_entityManager.HasComponent<UltraVisionComponent>(player))
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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(Matrix3.Identity);
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worldHandle.UseShader(_ultraVisionShader);
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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