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- using Content.Shared.Drunk;
- using Content.Shared.StatusEffect;
- using Robust.Client.Graphics;
- using Robust.Client.Player;
- using Robust.Shared.Enums;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Timing;
- namespace Content.Client.Drunk;
- public sealed class DrunkOverlay : Overlay
- {
- [Dependency] private readonly IEntityManager _entityManager = default!;
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly IPlayerManager _playerManager = default!;
- [Dependency] private readonly IEntitySystemManager _sysMan = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- public override OverlaySpace Space => OverlaySpace.WorldSpace;
- public override bool RequestScreenTexture => true;
- private readonly ShaderInstance _drunkShader;
- public float CurrentBoozePower = 0.0f;
- private const float VisualThreshold = 10.0f;
- private const float PowerDivisor = 250.0f;
- private float _visualScale = 0;
- public DrunkOverlay()
- {
- IoCManager.InjectDependencies(this);
- _drunkShader = _prototypeManager.Index<ShaderPrototype>("Drunk").InstanceUnique();
- }
- protected override void FrameUpdate(FrameEventArgs args)
- {
- var playerEntity = _playerManager.LocalEntity;
- if (playerEntity == null)
- return;
- if (!_entityManager.HasComponent<DrunkComponent>(playerEntity)
- || !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
- return;
- var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
- if (!statusSys.TryGetTime(playerEntity.Value, SharedDrunkSystem.DrunkKey, out var time, status))
- return;
- var curTime = _timing.CurTime;
- var timeLeft = (float) (time.Value.Item2 - curTime).TotalSeconds;
- CurrentBoozePower += 8f * (0.5f*timeLeft - CurrentBoozePower) * args.DeltaSeconds / (timeLeft+1);
- }
- 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;
- _visualScale = BoozePowerToVisual(CurrentBoozePower);
- return _visualScale > 0;
- }
- protected override void Draw(in OverlayDrawArgs args)
- {
- if (ScreenTexture == null)
- return;
- var handle = args.WorldHandle;
- _drunkShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
- _drunkShader.SetParameter("boozePower", _visualScale);
- handle.UseShader(_drunkShader);
- handle.DrawRect(args.WorldBounds, Color.White);
- handle.UseShader(null);
- }
- /// <summary>
- /// Converts the # of seconds the drunk effect lasts for (booze power) to a percentage
- /// used by the actual shader.
- /// </summary>
- /// <param name="boozePower"></param>
- private float BoozePowerToVisual(float boozePower)
- {
- // Clamp booze power when it's low, to prevent really jittery effects
- if (boozePower < 50f)
- {
- return 0;
- }
- else
- {
- return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
- }
- }
- }
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