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- using Content.Shared.Mobs;
- using Robust.Client.Graphics;
- using Robust.Client.Player;
- using Robust.Shared.Enums;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Timing;
- namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
- public sealed class DamageOverlay : Overlay
- {
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly IEntityManager _entityManager = default!;
- [Dependency] private readonly IPlayerManager _playerManager = default!;
- public override OverlaySpace Space => OverlaySpace.WorldSpace;
- private readonly ShaderInstance _critShader;
- private readonly ShaderInstance _oxygenShader;
- private readonly ShaderInstance _bruteShader;
- public MobState State = MobState.Alive;
- /// <summary>
- /// Handles the red pulsing overlay
- /// </summary>
- public float PainLevel = 0f;
- private float _oldPainLevel = 0f;
- /// <summary>
- /// Handles the darkening overlay.
- /// </summary>
- public float OxygenLevel = 0f;
- private float _oldOxygenLevel = 0f;
- /// <summary>
- /// Handles the white overlay when crit.
- /// </summary>
- public float CritLevel = 0f;
- private float _oldCritLevel = 0f;
- public float DeadLevel = 1f;
- public DamageOverlay()
- {
- // TODO: Replace
- IoCManager.InjectDependencies(this);
- _oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
- _critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
- _bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
- }
- protected override void Draw(in OverlayDrawArgs args)
- {
- if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
- return;
- if (args.Viewport.Eye != eyeComp.Eye)
- return;
- /*
- * Here's the rundown:
- * 1. There's lerping for each level so the transitions are smooth.
- * 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
- * and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
- * The crit overlay also occasionally reduces its alpha as a "blink"
- */
- var viewport = args.WorldAABB;
- var handle = args.WorldHandle;
- var distance = args.ViewportBounds.Width;
- var time = (float) _timing.RealTime.TotalSeconds;
- var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
- // If they just died then lerp out the white overlay.
- if (State != MobState.Dead)
- {
- DeadLevel = 1f;
- }
- else if (!MathHelper.CloseTo(0f, DeadLevel, 0.001f))
- {
- var diff = -DeadLevel;
- DeadLevel += GetDiff(diff, lastFrameTime);
- }
- else
- {
- DeadLevel = 0f;
- }
- if (!MathHelper.CloseTo(_oldPainLevel, PainLevel, 0.001f))
- {
- var diff = PainLevel - _oldPainLevel;
- _oldPainLevel += GetDiff(diff, lastFrameTime);
- }
- else
- {
- _oldPainLevel = PainLevel;
- }
- if (!MathHelper.CloseTo(_oldOxygenLevel, OxygenLevel, 0.001f))
- {
- var diff = OxygenLevel - _oldOxygenLevel;
- _oldOxygenLevel += GetDiff(diff, lastFrameTime);
- }
- else
- {
- _oldOxygenLevel = OxygenLevel;
- }
- if (!MathHelper.CloseTo(_oldCritLevel, CritLevel, 0.001f))
- {
- var diff = CritLevel - _oldCritLevel;
- _oldCritLevel += GetDiff(diff, lastFrameTime);
- }
- else
- {
- _oldCritLevel = CritLevel;
- }
- /*
- * darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
- * darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
- *
- * outerCircleRadius is what we end at for max level for the outer circle
- * outerCircleMaxRadius is what we start at for 0 level for the outer circle
- *
- * innerCircleRadius is what we end at for max level for the inner circle
- * innerCircleMaxRadius is what we start at for 0 level for the inner circle
- */
- // Makes debugging easier don't @ me
- float level = 0f;
- level = _oldPainLevel;
- // TODO: Lerping
- if (level > 0f && _oldCritLevel <= 0f)
- {
- var pulseRate = 3f;
- var adjustedTime = time * pulseRate;
- float outerMaxLevel = 2.0f * distance;
- float outerMinLevel = 0.8f * distance;
- float innerMaxLevel = 0.6f * distance;
- float innerMinLevel = 0.2f * distance;
- var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
- var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
- var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
- _bruteShader.SetParameter("time", pulse);
- _bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
- _bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
- _bruteShader.SetParameter("outerCircleRadius", outerRadius);
- _bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
- _bruteShader.SetParameter("innerCircleRadius", innerRadius);
- _bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
- handle.UseShader(_bruteShader);
- handle.DrawRect(viewport, Color.White);
- }
- else
- {
- _oldPainLevel = PainLevel;
- }
- level = State != MobState.Critical ? _oldOxygenLevel : 1f;
- if (level > 0f)
- {
- float outerMaxLevel = 0.6f * distance;
- float outerMinLevel = 0.06f * distance;
- float innerMaxLevel = 0.02f * distance;
- float innerMinLevel = 0.02f * distance;
- var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
- var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
- float outerDarkness;
- float critTime;
- // If in crit then just fix it; also pulse it very occasionally so they can see more.
- if (_oldCritLevel > 0f)
- {
- var adjustedTime = time * 2f;
- critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
- if (critTime > 0f)
- {
- outerDarkness = 1f - critTime / 1.5f;
- }
- else
- {
- outerDarkness = 1f;
- }
- }
- else
- {
- outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
- }
- _oxygenShader.SetParameter("time", 0.0f);
- _oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
- _oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
- _oxygenShader.SetParameter("innerCircleRadius", innerRadius);
- _oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
- _oxygenShader.SetParameter("outerCircleRadius", outerRadius);
- _oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
- handle.UseShader(_oxygenShader);
- handle.DrawRect(viewport, Color.White);
- }
- level = State != MobState.Dead ? _oldCritLevel : DeadLevel;
- if (level > 0f)
- {
- float outerMaxLevel = 2.0f * distance;
- float outerMinLevel = 1.0f * distance;
- float innerMaxLevel = 0.6f * distance;
- float innerMinLevel = 0.02f * distance;
- var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
- var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
- var pulse = MathF.Max(0f, MathF.Sin(time));
- // If in crit then just fix it; also pulse it very occasionally so they can see more.
- _critShader.SetParameter("time", pulse);
- _critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
- _critShader.SetParameter("darknessAlphaOuter", 1.0f);
- _critShader.SetParameter("innerCircleRadius", innerRadius);
- _critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
- _critShader.SetParameter("outerCircleRadius", outerRadius);
- _critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
- handle.UseShader(_critShader);
- handle.DrawRect(viewport, Color.White);
- }
- handle.UseShader(null);
- }
- private float GetDiff(float value, float lastFrameTime)
- {
- var adjustment = value * 5f * lastFrameTime;
- if (value < 0f)
- adjustment = Math.Clamp(adjustment, value, -value);
- else
- adjustment = Math.Clamp(adjustment, -value, value);
- return adjustment;
- }
- }
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