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| 1 | +using System.Numerics; |
| 2 | +using Content.Shared.SS220.ForcefieldGenerator; |
| 3 | +using Robust.Client.GameObjects; |
| 4 | +using Robust.Client.Graphics; |
| 5 | +using Robust.Shared.Enums; |
| 6 | +using Robust.Shared.Prototypes; |
| 7 | + |
| 8 | +namespace Content.Client.SS220.ForcefieldGenerator; |
| 9 | + |
| 10 | +public sealed class ForcefieldOverlay : Overlay |
| 11 | +{ |
| 12 | + private EntityManager _entity; |
| 13 | + private SharedTransformSystem _transform; |
| 14 | + private IPrototypeManager _prototype = default!; |
| 15 | + |
| 16 | + public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities; |
| 17 | + public override bool RequestScreenTexture => true; |
| 18 | + |
| 19 | + private readonly ShaderInstance _shader; |
| 20 | + private readonly ShaderInstance _shader_unshaded; |
| 21 | + |
| 22 | + public ForcefieldOverlay(EntityManager entMan, IPrototypeManager protoMan) |
| 23 | + { |
| 24 | + _entity = entMan; |
| 25 | + _transform = entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>(); |
| 26 | + _prototype = protoMan; |
| 27 | + _shader_unshaded = _prototype.Index<ShaderPrototype>("unshaded").InstanceUnique(); |
| 28 | + _shader = _prototype.Index<ShaderPrototype>("Stealth").InstanceUnique(); |
| 29 | + |
| 30 | + ZIndex = (int) Shared.DrawDepth.DrawDepth.Overdoors; |
| 31 | + } |
| 32 | + |
| 33 | + protected override void Draw(in OverlayDrawArgs args) |
| 34 | + { |
| 35 | + if (ScreenTexture == null) |
| 36 | + return; |
| 37 | + |
| 38 | + var handle = args.WorldHandle; |
| 39 | + var queryEnum = _entity.EntityQueryEnumerator<ForcefieldSS220Component>(); |
| 40 | + |
| 41 | + while (queryEnum.MoveNext(out var uid, out var fieldComp)) |
| 42 | + { |
| 43 | + if (fieldComp.Generator is not { } generator || !_entity.EntityExists(generator)) |
| 44 | + { |
| 45 | + continue; |
| 46 | + } |
| 47 | + |
| 48 | + if (!_entity.TryGetComponent<ForcefieldGeneratorSS220Component>(generator, out var generatorComp)) |
| 49 | + { |
| 50 | + continue; |
| 51 | + } |
| 52 | + |
| 53 | + var boxToRender = new Box2( |
| 54 | + new Vector2(-generatorComp.FieldLength / 2, -generatorComp.FieldThickness / 2), |
| 55 | + new Vector2(generatorComp.FieldLength / 2, generatorComp.FieldThickness / 2) |
| 56 | + ); |
| 57 | + |
| 58 | + var (position, rotation) = _transform.GetWorldPositionRotation(uid); |
| 59 | + |
| 60 | + var reference = args.Viewport.WorldToLocal(position); |
| 61 | + reference.X = -reference.X; |
| 62 | + |
| 63 | + _shader.SetParameter("SCREEN_TEXTURE", ScreenTexture); |
| 64 | + _shader.SetParameter("reference", reference); |
| 65 | + var finalVisibility = Math.Clamp(generatorComp.FieldVisibility, -1f, 1f); |
| 66 | + _shader.SetParameter("visibility", finalVisibility); |
| 67 | + |
| 68 | + handle.SetTransform(position, rotation); |
| 69 | + handle.UseShader(_shader); |
| 70 | + handle.DrawRect(boxToRender, generatorComp.FieldColor); |
| 71 | + } |
| 72 | + |
| 73 | + handle.UseShader(null); |
| 74 | + handle.SetTransform(Matrix3.Identity); |
| 75 | + } |
| 76 | +} |
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