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Implement better control over modifier effects (glowmask/shader)

Open Jofairden opened this issue 6 years ago • 1 comments

It was suggested it would be useful if effects could be applied based on different scenarios, not just always be applied if a certain modifier is present. For example when an item is being charged.

Jofairden avatar May 18 '19 11:05 Jofairden

Currently f23ac88 implement some increase in control via new property classes Most notably control over which layers to draw (subject/glow/shader) Example skipping drawing subject: (useful if drawing in front layer)

		public override ShaderEntity GetShaderEntity(Item item)
		{
			return new ShaderEntity(item,
				GameShaders.Armor.GetShaderIdFromItemId(ItemID.StardustDye),
				Color.LightSkyBlue,
				props: ShaderGraphicsProperties.Builder
					.WithDrawLayer(ShaderDrawLayer.Front)
					.WithShaderDrawStyle(new NormalShaderDrawStyle())
					.SkipDrawingSubject(true)
					.Build()
			);
		}

Other uses: SkipDrawingShader, SkipDrawingGlowmask, SkipDrawing

Jofairden avatar May 19 '19 17:05 Jofairden