Delta-v/Content.Client/DeltaV/Overlays/PainOverlay.cs

53 lines
1.6 KiB
C#

using System.Numerics;
using Content.Shared.DeltaV.Pain;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client.DeltaV.Overlays;
public sealed partial class PainOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IEntityManager _entity = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _painShader;
private readonly ProtoId<ShaderPrototype> _shaderProto = "ChromaticAberration";
public PainOverlay()
{
IoCManager.InjectDependencies(this);
_painShader = _prototype.Index(_shaderProto).Instance().Duplicate();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (_player.LocalEntity is not { Valid: true } player
|| !_entity.HasComponent<PainComponent>(player))
{
return false;
}
return base.BeforeDraw(in args);
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture is null)
return;
_painShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var worldHandle = args.WorldHandle;
var viewport = args.WorldBounds;
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(_painShader);
worldHandle.DrawRect(viewport, Color.White);
worldHandle.UseShader(null);
}
}