r2mods/ilspy_dump/ror2_csproj/RoR2/WormBodyPositions.cs

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C#
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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using UnityEngine;
namespace RoR2;
public class WormBodyPositions : MonoBehaviour
{
private struct Keyframe
{
public Vector3 position;
public Quaternion rotation;
public Vector3 fromPreviousNormal;
public float fromPreviousLength;
}
public Vector3 headVelocity = Vector3.zero;
public Transform[] segments;
public float segmentRadius = 1f;
private List<Keyframe> positionHistory = new List<Keyframe>();
private void Start()
{
positionHistory.Add(new Keyframe
{
rotation = segments[0].rotation,
position = segments[0].position,
fromPreviousNormal = Vector3.zero,
fromPreviousLength = 0f
});
}
private void FixedUpdate()
{
Vector3 position = segments[0].position;
Vector3 vector = position - positionHistory[positionHistory.Count - 1].position;
float magnitude = vector.magnitude;
if (magnitude != 0f)
{
Quaternion rotation = segments[0].rotation;
segments[0].up = -vector;
Quaternion rotation2 = segments[0].rotation;
segments[0].rotation = Quaternion.RotateTowards(rotation, rotation2, 360f * Time.fixedDeltaTime);
positionHistory.Add(new Keyframe
{
rotation = segments[0].rotation,
position = position,
fromPreviousNormal = vector * (1f / magnitude),
fromPreviousLength = magnitude
});
}
float num = segmentRadius * 2f;
float num2 = num;
Vector3 a = position;
int num3 = 1;
for (int num4 = positionHistory.Count - 1; num4 >= 1; num4--)
{
Vector3 position2 = positionHistory[num4 - 1].position;
float fromPreviousLength = positionHistory[num4].fromPreviousLength;
if (num2 < fromPreviousLength)
{
float t = num2 / fromPreviousLength;
segments[num3].position = Vector3.Lerp(a, position2, t);
num3++;
if (num3 >= segments.Length)
{
positionHistory.RemoveRange(0, num4 - 1);
break;
}
num2 += num;
}
num2 -= fromPreviousLength;
a = position2;
}
if (segments.Length <= 1)
{
return;
}
Quaternion rotation3 = segments[0].rotation;
Vector3 vector2 = segments[0].position;
Vector3 vector3 = segments[1].position;
for (int i = 1; i < segments.Length - 1; i++)
{
Vector3 position3 = segments[i + 1].position;
Vector3 vector4 = position3 - vector2;
if (vector4 != Vector3.zero)
{
segments[i].rotation = rotation3;
segments[i].up = vector4;
}
vector2 = vector3;
vector3 = position3;
}
}
}