mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-02 09:07:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
261 lines
9.3 KiB
C#
261 lines
9.3 KiB
C#
using System.Numerics;
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using Content.Shared.Mobs;
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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 Robust.Shared.Timing;
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namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
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public sealed class DamageOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> CircleMaskShader = "GradientCircleMask";
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _critShader;
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private readonly ShaderInstance _oxygenShader;
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private readonly ShaderInstance _bruteShader;
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public MobState State = MobState.Alive;
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/// <summary>
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/// Handles the red pulsing overlay
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/// </summary>
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public float PainLevel = 0f;
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private float _oldPainLevel = 0f;
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/// <summary>
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/// Handles the darkening overlay.
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/// </summary>
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public float OxygenLevel = 0f;
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private float _oldOxygenLevel = 0f;
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/// <summary>
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/// Handles the white overlay when crit.
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/// </summary>
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public float CritLevel = 0f;
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private float _oldCritLevel = 0f;
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public float DeadLevel = 1f;
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public DamageOverlay()
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{
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// TODO: Replace
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IoCManager.InjectDependencies(this);
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_oxygenShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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_critShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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_bruteShader = _prototypeManager.Index(CircleMaskShader).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 (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
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return;
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if (args.Viewport.Eye != eyeComp.Eye)
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return;
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/*
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* Here's the rundown:
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* 1. There's lerping for each level so the transitions are smooth.
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* 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
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* and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
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* The crit overlay also occasionally reduces its alpha as a "blink"
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*/
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var viewport = args.WorldAABB;
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var handle = args.WorldHandle;
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var distance = args.ViewportBounds.Width;
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var time = (float) _timing.RealTime.TotalSeconds;
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var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
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// If they just died then lerp out the white overlay.
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if (State != MobState.Dead)
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{
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DeadLevel = 1f;
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}
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else if (!MathHelper.CloseTo(0f, DeadLevel, 0.001f))
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{
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var diff = -DeadLevel;
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DeadLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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DeadLevel = 0f;
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}
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if (!MathHelper.CloseTo(_oldPainLevel, PainLevel, 0.001f))
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{
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var diff = PainLevel - _oldPainLevel;
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_oldPainLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldPainLevel = PainLevel;
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}
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if (!MathHelper.CloseTo(_oldOxygenLevel, OxygenLevel, 0.001f))
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{
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var diff = OxygenLevel - _oldOxygenLevel;
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_oldOxygenLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldOxygenLevel = OxygenLevel;
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}
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if (!MathHelper.CloseTo(_oldCritLevel, CritLevel, 0.001f))
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{
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var diff = CritLevel - _oldCritLevel;
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_oldCritLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldCritLevel = CritLevel;
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}
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/*
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* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
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* darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
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*
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* outerCircleRadius is what we end at for max level for the outer circle
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* outerCircleMaxRadius is what we start at for 0 level for the outer circle
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*
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* innerCircleRadius is what we end at for max level for the inner circle
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* innerCircleMaxRadius is what we start at for 0 level for the inner circle
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*/
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// Makes debugging easier don't @ me
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float level = 0f;
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level = _oldPainLevel;
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// TODO: Lerping
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if (level > 0f && _oldCritLevel <= 0f)
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{
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var pulseRate = 3f;
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var adjustedTime = time * pulseRate;
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float outerMaxLevel = 2.0f * distance;
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float outerMinLevel = 0.8f * distance;
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float innerMaxLevel = 0.6f * distance;
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float innerMinLevel = 0.2f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
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_bruteShader.SetParameter("time", pulse);
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_bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
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_bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
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_bruteShader.SetParameter("outerCircleRadius", outerRadius);
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_bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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_bruteShader.SetParameter("innerCircleRadius", innerRadius);
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_bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
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handle.UseShader(_bruteShader);
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handle.DrawRect(viewport, Color.White);
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}
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else
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{
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_oldPainLevel = PainLevel;
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}
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level = State != MobState.Critical ? _oldOxygenLevel : 1f;
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if (level > 0f)
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{
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float outerMaxLevel = 0.6f * distance;
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float outerMinLevel = 0.06f * distance;
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float innerMaxLevel = 0.02f * distance;
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float innerMinLevel = 0.02f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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float outerDarkness;
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float critTime;
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// If in crit then just fix it; also pulse it very occasionally so they can see more.
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if (_oldCritLevel > 0f)
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{
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var adjustedTime = time * 2f;
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critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
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if (critTime > 0f)
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{
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outerDarkness = 1f - critTime / 1.5f;
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}
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else
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{
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outerDarkness = 1f;
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}
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}
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else
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{
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outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
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}
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_oxygenShader.SetParameter("time", 0.0f);
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_oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
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_oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
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_oxygenShader.SetParameter("innerCircleRadius", innerRadius);
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_oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
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_oxygenShader.SetParameter("outerCircleRadius", outerRadius);
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_oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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handle.UseShader(_oxygenShader);
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handle.DrawRect(viewport, Color.White);
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}
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level = State != MobState.Dead ? _oldCritLevel : DeadLevel;
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if (level > 0f)
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{
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float outerMaxLevel = 2.0f * distance;
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float outerMinLevel = 1.0f * distance;
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float innerMaxLevel = 0.6f * distance;
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float innerMinLevel = 0.02f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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var pulse = MathF.Max(0f, MathF.Sin(time));
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// If in crit then just fix it; also pulse it very occasionally so they can see more.
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_critShader.SetParameter("time", pulse);
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_critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
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_critShader.SetParameter("darknessAlphaOuter", 1.0f);
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_critShader.SetParameter("innerCircleRadius", innerRadius);
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_critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
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_critShader.SetParameter("outerCircleRadius", outerRadius);
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_critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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handle.UseShader(_critShader);
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handle.DrawRect(viewport, Color.White);
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}
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handle.UseShader(null);
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}
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private float GetDiff(float value, float lastFrameTime)
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{
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var adjustment = value * 5f * lastFrameTime;
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if (value < 0f)
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adjustment = Math.Clamp(adjustment, value, -value);
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else
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adjustment = Math.Clamp(adjustment, -value, value);
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return adjustment;
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}
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}
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