r2mods/ilspy_dump/ror2_csproj/RoR2/InputBankTest.cs

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C#
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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace RoR2;
[RequireComponent(typeof(CharacterBody))]
public class InputBankTest : MonoBehaviour
{
private struct CachedRaycastInfo
{
public float time;
public float fixedTime;
public bool didHit;
public RaycastHit hitInfo;
public float maxDistance;
public static readonly CachedRaycastInfo empty = new CachedRaycastInfo
{
time = float.NegativeInfinity,
fixedTime = float.NegativeInfinity,
didHit = false,
maxDistance = 0f
};
}
public struct ButtonState
{
public bool down;
public bool wasDown;
public bool hasPressBeenClaimed;
public bool justReleased
{
get
{
if (!down)
{
return wasDown;
}
return false;
}
}
public bool justPressed
{
get
{
if (down)
{
return !wasDown;
}
return false;
}
}
public void PushState(bool newState)
{
hasPressBeenClaimed &= newState;
wasDown = down;
down = newState;
}
}
private CharacterBody characterBody;
private Vector3 _aimDirection;
private float lastRaycastTime = float.NegativeInfinity;
private float lastFixedRaycastTime = float.NegativeInfinity;
private bool didLastRaycastHit;
private RaycastHit lastHitInfo;
private float lastMaxDistance;
private CachedRaycastInfo cachedRaycast = CachedRaycastInfo.empty;
public Vector3 moveVector;
public ButtonState skill1;
public ButtonState skill2;
public ButtonState skill3;
public ButtonState skill4;
public ButtonState interact;
public ButtonState jump;
public ButtonState sprint;
public ButtonState activateEquipment;
public ButtonState ping;
public ButtonState rawMoveUp;
public ButtonState rawMoveDown;
public ButtonState rawMoveRight;
public ButtonState rawMoveLeft;
public Vector2 rawMoveData;
public Vector3 aimDirection
{
get
{
if (!(_aimDirection != Vector3.zero))
{
return base.transform.forward;
}
return _aimDirection;
}
set
{
_aimDirection = value.normalized;
}
}
public Vector3 aimOrigin
{
get
{
if (!characterBody.aimOriginTransform)
{
return base.transform.position;
}
return characterBody.aimOriginTransform.position;
}
}
public int emoteRequest { get; set; } = -1;
public Ray GetAimRay()
{
return new Ray(aimOrigin, aimDirection);
}
public bool GetAimRaycast(float maxDistance, out RaycastHit hitInfo)
{
float time = Time.time;
float fixedTime = Time.fixedTime;
if (!cachedRaycast.time.Equals(time) || !cachedRaycast.fixedTime.Equals(fixedTime) || (!(cachedRaycast.maxDistance >= maxDistance) && !cachedRaycast.didHit))
{
float extraRaycastDistance = 0f;
Ray ray = CameraRigController.ModifyAimRayIfApplicable(GetAimRay(), base.gameObject, out extraRaycastDistance);
cachedRaycast = CachedRaycastInfo.empty;
cachedRaycast.time = time;
cachedRaycast.fixedTime = fixedTime;
cachedRaycast.maxDistance = maxDistance;
cachedRaycast.didHit = Util.CharacterRaycast(base.gameObject, ray, maxDistance: maxDistance + extraRaycastDistance, layerMask: (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, hitInfo: out cachedRaycast.hitInfo, queryTriggerInteraction: QueryTriggerInteraction.Ignore);
}
bool flag = cachedRaycast.didHit;
hitInfo = cachedRaycast.hitInfo;
if (flag && hitInfo.distance > maxDistance)
{
flag = false;
hitInfo = default(RaycastHit);
}
return flag;
}
public void SetRawMoveStates(Vector2 _rawMoveData)
{
float num = 0.9f;
float num2 = 0.1f;
rawMoveUp.PushState((_rawMoveData.y > num && !rawMoveUp.down) || (_rawMoveData.y > num2 && rawMoveUp.down));
rawMoveDown.PushState((_rawMoveData.y < 0f - num && !rawMoveDown.down) || (_rawMoveData.y < 0f - num2 && rawMoveDown.down));
rawMoveLeft.PushState((_rawMoveData.x < 0f - num && !rawMoveLeft.down) || (_rawMoveData.x < 0f - num2 && rawMoveLeft.down));
rawMoveRight.PushState((_rawMoveData.x > num && !rawMoveRight.down) || (_rawMoveData.x > num2 && rawMoveRight.down));
rawMoveData = _rawMoveData;
}
public bool CheckAnyButtonDown()
{
if (!skill1.down && !skill2.down && !skill3.down && !skill4.down && !interact.down && !jump.down && !sprint.down && !activateEquipment.down)
{
return ping.down;
}
return true;
}
private void Awake()
{
characterBody = GetComponent<CharacterBody>();
}
private void Start()
{
if (characterBody.hasEffectiveAuthority)
{
if ((bool)characterBody.characterDirection)
{
aimDirection = characterBody.characterDirection.forward;
}
else
{
aimDirection = base.transform.forward;
}
}
}
}