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|
@@ -16,6 +16,6 @@ jobs: | |
- name: Check for Merge Conflicts | ||
uses: eps1lon/[email protected] | ||
with: | ||
dirtyLabel: "Status: Merge Conflict" | ||
dirtyLabel: "S: Merge Conflict" | ||
repoToken: "${{ secrets.GITHUB_TOKEN }}" | ||
commentOnDirty: "This pull request has conflicts, please resolve those before we can evaluate the pull request." |
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name: "Labels: Size" | ||
on: pull_request_target | ||
jobs: | ||
size-label: | ||
runs-on: ubuntu-latest | ||
steps: | ||
- name: size-label | ||
uses: "pascalgn/[email protected]" | ||
env: | ||
GITHUB_TOKEN: "${{ secrets.GITHUB_TOKEN }}" | ||
with: | ||
# Custom size configuration | ||
# DeltaV: changed to powers of 4 | ||
sizes: > | ||
{ | ||
"0": "XS", | ||
"16": "S", | ||
"64": "M", | ||
"256": "L", | ||
"1024": "XL" | ||
} |
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using System.Numerics; | ||
using Content.Shared.DeltaV.Pain; | ||
using Robust.Client.Graphics; | ||
using Robust.Client.Player; | ||
using Robust.Shared.Enums; | ||
using Robust.Shared.Prototypes; | ||
|
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namespace Content.Client.DeltaV.Overlays; | ||
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public sealed partial class PainOverlay : Overlay | ||
{ | ||
[Dependency] private readonly IPrototypeManager _prototype = default!; | ||
[Dependency] private readonly IPlayerManager _player = default!; | ||
[Dependency] private readonly IEntityManager _entity = default!; | ||
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public override bool RequestScreenTexture => true; | ||
public override OverlaySpace Space => OverlaySpace.WorldSpace; | ||
private readonly ShaderInstance _painShader; | ||
private readonly ProtoId<ShaderPrototype> _shaderProto = "ChromaticAberration"; | ||
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public PainOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
_painShader = _prototype.Index(_shaderProto).Instance().Duplicate(); | ||
} | ||
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protected override bool BeforeDraw(in OverlayDrawArgs args) | ||
{ | ||
if (_player.LocalEntity is not { Valid: true } player | ||
|| !_entity.HasComponent<PainComponent>(player)) | ||
{ | ||
return false; | ||
} | ||
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return base.BeforeDraw(in args); | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
if (ScreenTexture is null) | ||
return; | ||
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_painShader.SetParameter("SCREEN_TEXTURE", ScreenTexture); | ||
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var worldHandle = args.WorldHandle; | ||
var viewport = args.WorldBounds; | ||
worldHandle.SetTransform(Matrix3x2.Identity); | ||
worldHandle.UseShader(_painShader); | ||
worldHandle.DrawRect(viewport, Color.White); | ||
worldHandle.UseShader(null); | ||
} | ||
} |
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using Content.Shared.DeltaV.Pain; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Player; | ||
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namespace Content.Client.DeltaV.Overlays; | ||
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public sealed partial class PainSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly IOverlayManager _overlayMan = default!; | ||
[Dependency] private readonly ISharedPlayerManager _playerMan = default!; | ||
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private PainOverlay _overlay = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<PainComponent, ComponentInit>(OnPainInit); | ||
SubscribeLocalEvent<PainComponent, ComponentShutdown>(OnPainShutdown); | ||
SubscribeLocalEvent<PainComponent, LocalPlayerAttachedEvent>(OnPlayerAttached); | ||
SubscribeLocalEvent<PainComponent, LocalPlayerDetachedEvent>(OnPlayerDetached); | ||
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_overlay = new(); | ||
} | ||
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private void OnPainInit(Entity<PainComponent> ent, ref ComponentInit args) | ||
{ | ||
if (ent.Owner == _playerMan.LocalEntity && !ent.Comp.Suppressed) | ||
_overlayMan.AddOverlay(_overlay); | ||
} | ||
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private void OnPainShutdown(Entity<PainComponent> ent, ref ComponentShutdown args) | ||
{ | ||
if (ent.Owner == _playerMan.LocalEntity) | ||
_overlayMan.RemoveOverlay(_overlay); | ||
} | ||
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private void OnPlayerAttached(Entity<PainComponent> ent, ref LocalPlayerAttachedEvent args) | ||
{ | ||
if (!ent.Comp.Suppressed) | ||
_overlayMan.AddOverlay(_overlay); | ||
} | ||
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private void OnPlayerDetached(Entity<PainComponent> ent, ref LocalPlayerDetachedEvent args) | ||
{ | ||
_overlayMan.RemoveOverlay(_overlay); | ||
} | ||
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public override void Update(float frameTime) | ||
{ | ||
base.Update(frameTime); | ||
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// Handle showing/hiding overlay based on suppression status | ||
if (_playerMan.LocalEntity is not { } player) | ||
return; | ||
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if (!TryComp<PainComponent>(player, out var comp)) | ||
return; | ||
|
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if (comp.Suppressed && _overlayMan.HasOverlay<PainOverlay>()) | ||
_overlayMan.RemoveOverlay(_overlay); | ||
else if (!comp.Suppressed && !_overlayMan.HasOverlay<PainOverlay>()) | ||
_overlayMan.AddOverlay(_overlay); | ||
} | ||
} |
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