r2mods/ilspy_dump/ror2_csproj/RoR2.CameraModes/CameraModePlayer2D.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace RoR2.CameraModes;
public class CameraModePlayer2D : CameraModeBase
{
private class InstanceData
{
public float facing = 1f;
}
public static readonly CameraModePlayer2D instance = new CameraModePlayer2D();
public override bool IsSpectating(CameraRigController cameraRigController)
{
return false;
}
protected override void ApplyLookInputInternal(object rawInstanceData, in CameraModeContext context, in ApplyLookInputArgs input)
{
}
protected override void CollectLookInputInternal(object rawInstanceData, in CameraModeContext context, out CollectLookInputResult result)
{
result.lookInput = Vector2.zero;
}
protected override object CreateInstanceData(CameraRigController cameraRigController)
{
return new InstanceData();
}
protected override void MatchStateInternal(object rawInstanceData, in CameraModeContext context, in CameraState cameraStateToMatch)
{
}
protected override void OnTargetChangedInternal(object rawInstanceData, CameraRigController cameraRigController, in OnTargetChangedArgs args)
{
}
protected override void UpdateInternal(object rawInstanceData, in CameraModeContext context, out UpdateResult result)
{
InstanceData instanceData = (InstanceData)rawInstanceData;
result.cameraState = context.cameraInfo.previousCameraState;
result.firstPersonTarget = null;
result.showSprintParticles = false;
result.showDisabledSkillsParticles = false;
result.crosshairWorldPosition = result.cameraState.position;
if (!context.targetInfo.target)
{
return;
}
Quaternion identity = Quaternion.identity;
Vector3 vector = identity * Quaternion.Euler(0f, 90f, 0f) * Vector3.forward;
Quaternion quaternion = ((!context.targetInfo.body || !context.targetInfo.body.characterDirection) ? context.targetInfo.target.transform.rotation : Quaternion.Euler(0f, context.targetInfo.body.characterDirection.yaw, 0f));
Vector3 vector2 = context.targetInfo.target.transform.position;
if ((bool)context.targetInfo.inputBank)
{
float num = Vector3.Dot(vector, context.targetInfo.inputBank.moveVector);
if (num != 0f)
{
instanceData.facing = num;
}
vector2 = context.targetInfo.inputBank.aimOrigin;
}
_ = quaternion * Quaternion.Euler(0f, 90f, 0f);
result.cameraState.rotation = identity;
result.cameraState.position = context.targetInfo.target.transform.position + new Vector3(0f, 10f, 0f) + identity * Vector3.forward * -30f;
result.cameraState.fov = 60f;
result.crosshairWorldPosition = vector2 + vector * instanceData.facing * 30f;
}
}