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- using System.Numerics;
- using Content.Shared.DoAfter;
- using Content.Client.UserInterface.Systems;
- using Robust.Client.GameObjects;
- using Robust.Client.Graphics;
- using Robust.Shared.Enums;
- using Robust.Client.Player;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- using Robust.Shared.Containers;
- namespace Content.Client.DoAfter;
- public sealed class DoAfterOverlay : Overlay
- {
- private readonly IEntityManager _entManager;
- private readonly IGameTiming _timing;
- private readonly IPlayerManager _player;
- private readonly SharedTransformSystem _transform;
- private readonly MetaDataSystem _meta;
- private readonly ProgressColorSystem _progressColor;
- private readonly SharedContainerSystem _container;
- private readonly Texture _barTexture;
- private readonly ShaderInstance _unshadedShader;
- /// <summary>
- /// Flash time for cancelled DoAfters
- /// </summary>
- private const float FlashTime = 0.125f;
- // Hardcoded width of the progress bar because it doesn't match the texture.
- private const float StartX = 2;
- private const float EndX = 22f;
- public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
- public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing, IPlayerManager player)
- {
- _entManager = entManager;
- _timing = timing;
- _player = player;
- _transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
- _meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
- _container = _entManager.EntitySysManager.GetEntitySystem<SharedContainerSystem>();
- _progressColor = _entManager.System<ProgressColorSystem>();
- var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
- _barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
- _unshadedShader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
- }
- protected override void Draw(in OverlayDrawArgs args)
- {
- var handle = args.WorldHandle;
- var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
- var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
- // If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
- const float scale = 1f;
- var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(scale, scale));
- var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
- var curTime = _timing.CurTime;
- var bounds = args.WorldAABB.Enlarged(5f);
- var localEnt = _player.LocalSession?.AttachedEntity;
- var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
- var enumerator = _entManager.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
- while (enumerator.MoveNext(out var uid, out _, out var comp, out var sprite, out var xform))
- {
- if (xform.MapID != args.MapId)
- continue;
- if (comp.DoAfters.Count == 0)
- continue;
- var worldPosition = _transform.GetWorldPosition(xform, xformQuery);
- if (!bounds.Contains(worldPosition))
- continue;
- // shades the do-after bar if the do-after bar belongs to other players
- // does not shade do-afters belonging to the local player
- if (uid != localEnt)
- handle.UseShader(null);
- else
- handle.UseShader(_unshadedShader);
- // If the entity is paused, we will draw the do-after as it was when the entity got paused.
- var meta = metaQuery.GetComponent(uid);
- var time = meta.EntityPaused
- ? curTime - _meta.GetPauseTime(uid, meta)
- : curTime;
- var worldMatrix = Matrix3Helpers.CreateTranslation(worldPosition);
- var scaledWorld = Matrix3x2.Multiply(scaleMatrix, worldMatrix);
- var matty = Matrix3x2.Multiply(rotationMatrix, scaledWorld);
- handle.SetTransform(matty);
- var offset = 0f;
- var isInContainer = _container.IsEntityOrParentInContainer(uid, meta, xform);
- foreach (var doAfter in comp.DoAfters.Values)
- {
- // Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
- var alpha = 1f;
- if (doAfter.Args.Hidden || isInContainer)
- {
- if (uid != localEnt)
- continue;
- // Hints to the local player that this do-after is not visible to other players.
- alpha = 0.5f;
- }
- // Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
- // by the bar.
- float yOffset = sprite.Bounds.Height / 2f + 0.05f;
- // Position above the entity (we've already applied the matrix transform to the entity itself)
- // Offset by the texture size for every do_after we have.
- var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
- yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
- // Draw the underlying bar texture
- handle.DrawTexture(_barTexture, position);
- Color color;
- float elapsedRatio;
- // if we're cancelled then flick red / off.
- if (doAfter.CancelledTime != null)
- {
- var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
- elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
- var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
- var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
- color = GetProgressColor(0, flash ? alpha : 0);
- }
- else
- {
- var elapsed = time - doAfter.StartTime;
- elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
- color = GetProgressColor(elapsedRatio, alpha);
- }
- var xProgress = (EndX - StartX) * elapsedRatio + StartX;
- var box = new Box2(new Vector2(StartX, 3f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
- box = box.Translated(position);
- handle.DrawRect(box, color);
- offset += _barTexture.Height / scale;
- }
- }
- handle.UseShader(null);
- handle.SetTransform(Matrix3x2.Identity);
- }
- public Color GetProgressColor(float progress, float alpha = 1f)
- {
- return _progressColor.GetProgressColor(progress).WithAlpha(alpha);
- }
- }
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