r2mods/ilspy_dump/ror2_csproj/RoR2/AimAnimator.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace RoR2;
[RequireComponent(typeof(Animator))]
public class AimAnimator : MonoBehaviour, ILifeBehavior
{
public enum AimType
{
Direct,
Smart
}
public class DirectionOverrideRequest : IDisposable
{
public readonly Func<Vector3> directionGetter;
private Action<DirectionOverrideRequest> disposeCallback;
public DirectionOverrideRequest(Func<Vector3> getter, Action<DirectionOverrideRequest> onDispose)
{
disposeCallback = onDispose;
directionGetter = getter;
}
public void Dispose()
{
disposeCallback?.Invoke(this);
disposeCallback = null;
}
}
private struct AimAngles
{
public float pitch;
public float yaw;
}
[Tooltip("The input bank component of the character.")]
public InputBankTest inputBank;
[Tooltip("The direction component of the character.")]
public CharacterDirection directionComponent;
[Tooltip("The minimum pitch supplied by the aiming animation.")]
public float pitchRangeMin;
[Tooltip("The maximum pitch supplied by the aiming animation.")]
public float pitchRangeMax;
[Tooltip("The minimum yaw supplied by the aiming animation.")]
public float yawRangeMin;
[Tooltip("The maximum yaw supplied by the aiming animation.")]
public float yawRangeMax;
[Tooltip("If the pitch is this many degrees beyond the range the aiming animations support, the character will return to neutral pose after waiting the giveup duration.")]
public float pitchGiveupRange;
[Tooltip("If the yaw is this many degrees beyond the range the aiming animations support, the character will return to neutral pose after waiting the giveup duration.")]
public float yawGiveupRange;
[Tooltip("If the pitch or yaw exceed the range supported by the aiming animations, the character will return to neutral pose after waiting this long.")]
public float giveupDuration;
[Tooltip("The speed in degrees/second to approach the desired pitch/yaw by while the weapon should be raised.")]
public float raisedApproachSpeed = 720f;
[Tooltip("The speed in degrees/second to approach the desired pitch/yaw by while the weapon should be lowered.")]
public float loweredApproachSpeed = 360f;
[Tooltip("The smoothing time for the motion.")]
public float smoothTime = 0.1f;
[Tooltip("Whether or not the character can do full 360 yaw turns.")]
public bool fullYaw;
[Tooltip("Switches between Direct (point straight at target) or Smart (only turn when outside angle range).")]
public AimType aimType;
[Tooltip("Assigns the weight of the aim from the center as an animator value 'aimWeight' between 0-1.")]
public bool enableAimWeight;
public bool UseTransformedAimVector;
private Animator animatorComponent;
private float pitchClipCycleEnd;
private float yawClipCycleEnd;
private float giveupTimer;
private AimAngles localAnglesToAimVector;
private AimAngles overshootAngles;
private AimAngles clampedLocalAnglesToAimVector;
private AimAngles currentLocalAngles;
private AimAngles smoothingVelocity;
private List<DirectionOverrideRequest> directionOverrideRequests = new List<DirectionOverrideRequest>();
private static readonly int aimPitchCycleHash = Animator.StringToHash("aimPitchCycle");
private static readonly int aimYawCycleHash = Animator.StringToHash("aimYawCycle");
private static readonly int aimWeightHash = Animator.StringToHash("aimWeight");
public bool isOutsideOfRange { get; private set; }
private bool shouldGiveup => giveupTimer <= 0f;
public DirectionOverrideRequest RequestDirectionOverride(Func<Vector3> getter)
{
DirectionOverrideRequest directionOverrideRequest = new DirectionOverrideRequest(getter, RemoveRequest);
directionOverrideRequests.Add(directionOverrideRequest);
return directionOverrideRequest;
}
private void RemoveRequest(DirectionOverrideRequest request)
{
directionOverrideRequests.Remove(request);
}
private void Awake()
{
animatorComponent = GetComponent<Animator>();
}
private void Start()
{
int layerIndex = animatorComponent.GetLayerIndex("AimPitch");
int layerIndex2 = animatorComponent.GetLayerIndex("AimYaw");
animatorComponent.Play("PitchControl", layerIndex);
animatorComponent.Play("YawControl", layerIndex2);
animatorComponent.Update(0f);
AnimatorClipInfo[] currentAnimatorClipInfo = animatorComponent.GetCurrentAnimatorClipInfo(layerIndex);
AnimatorClipInfo[] currentAnimatorClipInfo2 = animatorComponent.GetCurrentAnimatorClipInfo(layerIndex2);
if (currentAnimatorClipInfo.Length != 0)
{
AnimationClip clip = currentAnimatorClipInfo[0].clip;
double num = clip.length * clip.frameRate;
pitchClipCycleEnd = (float)((num - 1.0) / num);
}
if (currentAnimatorClipInfo2.Length != 0)
{
AnimationClip clip2 = currentAnimatorClipInfo2[0].clip;
_ = clip2.length;
_ = clip2.frameRate;
yawClipCycleEnd = 0.999f;
}
}
private void Update()
{
if (!(Time.deltaTime <= 0f))
{
UpdateLocalAnglesToAimVector();
UpdateGiveup();
ApproachDesiredAngles();
UpdateAnimatorParameters(animatorComponent, pitchRangeMin, pitchRangeMax, yawRangeMin, yawRangeMax);
}
}
public void OnDeathStart()
{
base.enabled = false;
currentLocalAngles = new AimAngles
{
pitch = 0f,
yaw = 0f
};
UpdateAnimatorParameters(animatorComponent, pitchRangeMin, pitchRangeMax, yawRangeMin, yawRangeMax);
}
private static float Remap(float value, float inMin, float inMax, float outMin, float outMax)
{
return outMin + (value - inMin) / (inMax - inMin) * (outMax - outMin);
}
private static float NormalizeAngle(float angle)
{
return Mathf.Repeat(angle + 180f, 360f) - 180f;
}
private void UpdateLocalAnglesToAimVector()
{
Vector3 vector = ((directionOverrideRequests.Count <= 0) ? (inputBank ? inputBank.aimDirection : base.transform.forward) : directionOverrideRequests[directionOverrideRequests.Count - 1].directionGetter());
if (UseTransformedAimVector)
{
Vector3 eulerAngles = Util.QuaternionSafeLookRotation(base.transform.InverseTransformDirection(vector), base.transform.up).eulerAngles;
localAnglesToAimVector = new AimAngles
{
pitch = NormalizeAngle(eulerAngles.x),
yaw = NormalizeAngle(eulerAngles.y)
};
}
else
{
float y = (directionComponent ? directionComponent.yaw : base.transform.eulerAngles.y);
float x = (directionComponent ? directionComponent.transform.eulerAngles.x : base.transform.eulerAngles.x);
float z = (directionComponent ? directionComponent.transform.eulerAngles.z : base.transform.eulerAngles.z);
Vector3 eulerAngles2 = Util.QuaternionSafeLookRotation(vector, base.transform.up).eulerAngles;
Vector3 vector2 = vector;
Vector3 vector3 = new Vector3(x, y, z);
vector2.y = 0f;
localAnglesToAimVector = new AimAngles
{
pitch = (0f - Mathf.Atan2(vector.y, vector2.magnitude)) * 57.29578f,
yaw = NormalizeAngle(eulerAngles2.y - vector3.y)
};
}
overshootAngles = new AimAngles
{
pitch = Mathf.Max(pitchRangeMin - localAnglesToAimVector.pitch, localAnglesToAimVector.pitch - pitchRangeMax),
yaw = Mathf.Max(Mathf.DeltaAngle(localAnglesToAimVector.yaw, yawRangeMin), Mathf.DeltaAngle(yawRangeMax, localAnglesToAimVector.yaw))
};
clampedLocalAnglesToAimVector = new AimAngles
{
pitch = Mathf.Clamp(localAnglesToAimVector.pitch, pitchRangeMin, pitchRangeMax),
yaw = Mathf.Clamp(localAnglesToAimVector.yaw, yawRangeMin, yawRangeMax)
};
}
private void ApproachDesiredAngles()
{
AimAngles aimAngles2;
float maxSpeed;
if (shouldGiveup)
{
AimAngles aimAngles = default(AimAngles);
aimAngles.pitch = 0f;
aimAngles.yaw = 0f;
aimAngles2 = aimAngles;
maxSpeed = loweredApproachSpeed;
}
else
{
aimAngles2 = clampedLocalAnglesToAimVector;
maxSpeed = raisedApproachSpeed;
}
float yaw = ((!fullYaw) ? Mathf.SmoothDamp(currentLocalAngles.yaw, aimAngles2.yaw, ref smoothingVelocity.yaw, smoothTime, maxSpeed, Time.deltaTime) : NormalizeAngle(Mathf.SmoothDampAngle(currentLocalAngles.yaw, aimAngles2.yaw, ref smoothingVelocity.yaw, smoothTime, maxSpeed, Time.deltaTime)));
currentLocalAngles = new AimAngles
{
pitch = Mathf.SmoothDampAngle(currentLocalAngles.pitch, aimAngles2.pitch, ref smoothingVelocity.pitch, smoothTime, maxSpeed, Time.deltaTime),
yaw = yaw
};
}
private void ResetGiveup()
{
giveupTimer = giveupDuration;
}
private void UpdateGiveup()
{
if (overshootAngles.pitch > pitchGiveupRange || (!fullYaw && overshootAngles.yaw > yawGiveupRange))
{
giveupTimer -= Time.deltaTime;
isOutsideOfRange = true;
}
else
{
isOutsideOfRange = false;
ResetGiveup();
}
}
public void AimImmediate()
{
UpdateLocalAnglesToAimVector();
ResetGiveup();
currentLocalAngles = clampedLocalAnglesToAimVector;
smoothingVelocity = new AimAngles
{
pitch = 0f,
yaw = 0f
};
UpdateAnimatorParameters(animatorComponent, pitchRangeMin, pitchRangeMax, yawRangeMin, yawRangeMax);
}
public void UpdateAnimatorParameters(Animator animator, float pitchRangeMin, float pitchRangeMax, float yawRangeMin, float yawRangeMax)
{
float num = 1f;
if (enableAimWeight)
{
num = animatorComponent.GetFloat(aimWeightHash);
}
animator.SetFloat(aimPitchCycleHash, Remap(currentLocalAngles.pitch * num, pitchRangeMin, pitchRangeMax, pitchClipCycleEnd, 0f));
animator.SetFloat(aimYawCycleHash, Remap(currentLocalAngles.yaw * num, yawRangeMin, yawRangeMax, 0f, yawClipCycleEnd));
}
}