using Content.Shared.CCVar; using Content.Shared.Drugs; using Content.Shared.StatusEffect; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Configuration; using Robust.Shared.Enums; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client.Drugs; public sealed class RainbowOverlay : Overlay { [Dependency] private readonly IConfigurationManager _config = default!; [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IEntitySystemManager _sysMan = default!; public override OverlaySpace Space => OverlaySpace.WorldSpace; public override bool RequestScreenTexture => true; private readonly ShaderInstance _rainbowShader; public float Intoxication = 0.0f; public float TimeTicker = 0.0f; private const float VisualThreshold = 10.0f; private const float PowerDivisor = 250.0f; private float EffectScale => Math.Clamp((Intoxication - VisualThreshold) / PowerDivisor, 0.0f, 1.0f); public RainbowOverlay() { IoCManager.InjectDependencies(this); _rainbowShader = _prototypeManager.Index("Rainbow").InstanceUnique(); } protected override void FrameUpdate(FrameEventArgs args) { var playerEntity = _playerManager.LocalEntity; if (playerEntity == null) return; if (!_entityManager.HasComponent(playerEntity) || !_entityManager.TryGetComponent(playerEntity, out var status)) return; var statusSys = _sysMan.GetEntitySystem(); if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status)) return; var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds; TimeTicker += args.DeltaSeconds; if (timeLeft - TimeTicker > timeLeft / 16f) { Intoxication += (timeLeft - Intoxication) * args.DeltaSeconds / 16f; } else { Intoxication -= Intoxication/(timeLeft - TimeTicker) * args.DeltaSeconds; } } protected override bool BeforeDraw(in OverlayDrawArgs args) { if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp)) return false; if (args.Viewport.Eye != eyeComp.Eye) return false; return EffectScale > 0; } protected override void Draw(in OverlayDrawArgs args) { // TODO disable only the motion part or ike's idea (single static frame of the overlay) if (_config.GetCVar(CCVars.ReducedMotion)) return; if (ScreenTexture == null) return; var handle = args.WorldHandle; _rainbowShader.SetParameter("SCREEN_TEXTURE", ScreenTexture); _rainbowShader.SetParameter("effectScale", EffectScale); handle.UseShader(_rainbowShader); handle.DrawRect(args.WorldBounds, Color.White); handle.UseShader(null); } }