+using Content.Shared.CCVar;
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
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;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
+ [Dependency] private readonly IConfigurationManager _configManager = default!;
private readonly SharedFlashSystem _flash;
private readonly StatusEffectsSystem _statusSys;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
- public float PercentComplete = 0.0f;
+ private bool _reducedMotion;
+ public float PercentComplete;
public Texture? ScreenshotTexture;
public FlashOverlay()
_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
_flash = _entityManager.System<SharedFlashSystem>();
_statusSys = _entityManager.System<StatusEffectsSystem>();
+
+ _configManager.OnValueChanged(CCVars.ReducedMotion, (b) => { _reducedMotion = b; }, invokeImmediately: true);
}
protected override void FrameUpdate(FrameEventArgs args)
return;
var curTime = _timing.CurTime;
- var lastsFor = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
- var timeDone = (float) (curTime - time.Value.Item1).TotalSeconds;
+ var lastsFor = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
+ var timeDone = (float)(curTime - time.Value.Item1).TotalSeconds;
PercentComplete = timeDone / lastsFor;
}
return;
var worldHandle = args.WorldHandle;
- _shader.SetParameter("percentComplete", PercentComplete);
- worldHandle.UseShader(_shader);
- worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
- worldHandle.UseShader(null);
+ if (_reducedMotion)
+ {
+ // TODO: This is a very simple placeholder.
+ // Replace it with a proper shader once we come up with something good.
+ // Turns out making an effect that is supposed to be a bright, sudden, and disorienting flash
+ // not do any of that while also being equivalent in terms of game balance is hard.
+ var alpha = 1 - MathF.Pow(PercentComplete, 8f); // similar falloff curve to the flash shader
+ worldHandle.DrawRect(args.WorldBounds, new Color(0f, 0f, 0f, alpha));
+ }
+ else
+ {
+ _shader.SetParameter("percentComplete", PercentComplete);
+ worldHandle.UseShader(_shader);
+ worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
+ worldHandle.UseShader(null);
+ }
}
protected override void DisposeBehavior()