r2mods/ilspy_dump/ror2_csproj/RoR2.Projectile/ProjectileSimple.cs

119 lines
2.2 KiB
C#
Raw Normal View History

2024-10-04 07:26:37 +00:00
using System;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Serialization;
namespace RoR2.Projectile;
public class ProjectileSimple : MonoBehaviour
{
[Header("Lifetime")]
public float lifetime = 5f;
public GameObject lifetimeExpiredEffect;
[FormerlySerializedAs("velocity")]
[Header("Velocity")]
public float desiredForwardSpeed;
public bool updateAfterFiring;
public bool enableVelocityOverLifetime;
public AnimationCurve velocityOverLifetime;
[Header("Oscillation")]
public bool oscillate;
public float oscillateMagnitude = 20f;
public float oscillateSpeed;
private float deltaHeight;
private float oscillationStopwatch;
private float stopwatch;
private Rigidbody rigidbody;
private new Transform transform;
[Obsolete("Use 'desiredForwardSpeed' instead.", false)]
public float velocity
{
get
{
return desiredForwardSpeed;
}
set
{
desiredForwardSpeed = value;
}
}
protected void Awake()
{
transform = base.transform;
rigidbody = GetComponent<Rigidbody>();
}
protected void OnEnable()
{
SetForwardSpeed(desiredForwardSpeed);
}
protected void Start()
{
SetForwardSpeed(desiredForwardSpeed);
}
protected void OnDisable()
{
SetForwardSpeed(0f);
}
protected void FixedUpdate()
{
if (oscillate)
{
deltaHeight = Mathf.Sin(oscillationStopwatch * oscillateSpeed);
}
if (updateAfterFiring || enableVelocityOverLifetime)
{
SetForwardSpeed(desiredForwardSpeed);
}
oscillationStopwatch += Time.deltaTime;
stopwatch += Time.deltaTime;
if (NetworkServer.active && stopwatch > lifetime)
{
UnityEngine.Object.Destroy(base.gameObject);
if ((bool)lifetimeExpiredEffect && NetworkServer.active)
{
EffectManager.SimpleEffect(lifetimeExpiredEffect, transform.position, transform.rotation, transmit: true);
}
}
}
public void SetLifetime(float newLifetime)
{
lifetime = newLifetime;
stopwatch = 0f;
}
protected void SetForwardSpeed(float speed)
{
if ((bool)rigidbody)
{
if (enableVelocityOverLifetime)
{
rigidbody.velocity = speed * velocityOverLifetime.Evaluate(stopwatch / lifetime) * transform.forward;
}
else
{
rigidbody.velocity = transform.forward * speed + transform.right * (deltaHeight * oscillateMagnitude);
}
}
}
}