r2mods/ilspy_dump/ror2_csproj/RoR2.UI/HighlightRect.cs

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C#
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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using System.Collections.ObjectModel;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace RoR2.UI;
[RequireComponent(typeof(Canvas))]
public class HighlightRect : MonoBehaviour
{
public enum HighlightState
{
Expanding,
Holding,
Contracting
}
public AnimationCurve curve;
public Color highlightColor;
public Sprite cornerImage;
public string nametagString;
private Image bottomLeftImage;
private Image bottomRightImage;
private Image topLeftImage;
private Image topRightImage;
private TextMeshProUGUI nametagText;
public Renderer targetRenderer;
public GameObject cameraTarget;
public RectTransform nametagRectTransform;
public RectTransform bottomLeftRectTransform;
public RectTransform bottomRightRectTransform;
public RectTransform topLeftRectTransform;
public RectTransform topRightRectTransform;
public float expandTime = 1f;
public float maxLifeTime;
public bool destroyOnLifeEnd;
private float time;
public HighlightState highlightState;
private static List<HighlightRect> instancesList;
private Canvas canvas;
private Camera uiCam;
private Camera sceneCam;
private static readonly Vector2[] extentPoints;
static HighlightRect()
{
instancesList = new List<HighlightRect>();
extentPoints = new Vector2[8];
RoR2Application.onLateUpdate += UpdateAll;
}
private void Awake()
{
canvas = GetComponent<Canvas>();
}
private void OnEnable()
{
instancesList.Add(this);
}
private void OnDisable()
{
instancesList.Remove(this);
}
private void Start()
{
highlightState = HighlightState.Expanding;
bottomLeftImage = bottomLeftRectTransform.GetComponent<Image>();
bottomRightImage = bottomRightRectTransform.GetComponent<Image>();
topLeftImage = topLeftRectTransform.GetComponent<Image>();
topRightImage = topRightRectTransform.GetComponent<Image>();
bottomLeftImage.sprite = cornerImage;
bottomRightImage.sprite = cornerImage;
topLeftImage.sprite = cornerImage;
topRightImage.sprite = cornerImage;
bottomLeftImage.color = highlightColor;
bottomRightImage.color = highlightColor;
topLeftImage.color = highlightColor;
topRightImage.color = highlightColor;
if ((bool)nametagRectTransform)
{
nametagText = nametagRectTransform.GetComponent<TextMeshProUGUI>();
nametagText.color = highlightColor;
nametagText.text = nametagString;
}
}
private static void UpdateAll()
{
for (int num = instancesList.Count - 1; num >= 0; num--)
{
instancesList[num].DoUpdate();
}
}
private void DoUpdate()
{
if (!targetRenderer)
{
Object.Destroy(base.gameObject);
return;
}
switch (highlightState)
{
case HighlightState.Expanding:
time += Time.deltaTime;
if (time >= expandTime)
{
time = expandTime;
highlightState = HighlightState.Holding;
}
break;
case HighlightState.Holding:
if (destroyOnLifeEnd)
{
time += Time.deltaTime;
if (time > maxLifeTime)
{
highlightState = HighlightState.Contracting;
time = expandTime;
}
}
break;
case HighlightState.Contracting:
time -= Time.deltaTime;
if (time <= 0f)
{
Object.Destroy(base.gameObject);
return;
}
break;
}
Rect rect = GUIRectWithObject(sceneCam, targetRenderer);
Vector2 a = new Vector2(Mathf.Lerp(rect.xMin, rect.xMax, 0.5f), Mathf.Lerp(rect.yMin, rect.yMax, 0.5f));
float t = curve.Evaluate(time / expandTime);
bottomLeftRectTransform.anchoredPosition = Vector2.LerpUnclamped(a, new Vector2(rect.xMin, rect.yMin), t);
bottomRightRectTransform.anchoredPosition = Vector2.LerpUnclamped(a, new Vector2(rect.xMax, rect.yMin), t);
topLeftRectTransform.anchoredPosition = Vector2.LerpUnclamped(a, new Vector2(rect.xMin, rect.yMax), t);
topRightRectTransform.anchoredPosition = Vector2.LerpUnclamped(a, new Vector2(rect.xMax, rect.yMax), t);
if ((bool)nametagRectTransform)
{
nametagRectTransform.anchoredPosition = Vector2.LerpUnclamped(a, new Vector2(rect.xMin, rect.yMax), t);
}
}
public static Rect GUIRectWithObject(Camera cam, Renderer rend)
{
Vector3 center = rend.bounds.center;
Vector3 extents = rend.bounds.extents;
extentPoints[0] = WorldToGUIPoint(cam, new Vector3(center.x - extents.x, center.y - extents.y, center.z - extents.z));
extentPoints[1] = WorldToGUIPoint(cam, new Vector3(center.x + extents.x, center.y - extents.y, center.z - extents.z));
extentPoints[2] = WorldToGUIPoint(cam, new Vector3(center.x - extents.x, center.y - extents.y, center.z + extents.z));
extentPoints[3] = WorldToGUIPoint(cam, new Vector3(center.x + extents.x, center.y - extents.y, center.z + extents.z));
extentPoints[4] = WorldToGUIPoint(cam, new Vector3(center.x - extents.x, center.y + extents.y, center.z - extents.z));
extentPoints[5] = WorldToGUIPoint(cam, new Vector3(center.x + extents.x, center.y + extents.y, center.z - extents.z));
extentPoints[6] = WorldToGUIPoint(cam, new Vector3(center.x - extents.x, center.y + extents.y, center.z + extents.z));
extentPoints[7] = WorldToGUIPoint(cam, new Vector3(center.x + extents.x, center.y + extents.y, center.z + extents.z));
Vector2 lhs = extentPoints[0];
Vector2 lhs2 = extentPoints[0];
Vector2[] array = extentPoints;
foreach (Vector2 rhs in array)
{
lhs = Vector2.Min(lhs, rhs);
lhs2 = Vector2.Max(lhs2, rhs);
}
return new Rect(lhs.x, lhs.y, lhs2.x - lhs.x, lhs2.y - lhs.y);
}
public static Vector2 WorldToGUIPoint(Camera cam, Vector3 world)
{
return cam.WorldToScreenPoint(world);
}
public static void CreateHighlight(GameObject viewerBodyObject, Renderer targetRenderer, GameObject highlightPrefab, float overrideDuration = -1f, bool visibleToAll = false)
{
ReadOnlyCollection<CameraRigController> readOnlyInstancesList = CameraRigController.readOnlyInstancesList;
int i = 0;
for (int count = readOnlyInstancesList.Count; i < count; i++)
{
CameraRigController cameraRigController = readOnlyInstancesList[i];
if (!(cameraRigController.target != viewerBodyObject) || visibleToAll)
{
HighlightRect component = Object.Instantiate(highlightPrefab).GetComponent<HighlightRect>();
component.targetRenderer = targetRenderer;
component.canvas.worldCamera = cameraRigController.uiCam;
component.uiCam = cameraRigController.uiCam;
component.sceneCam = cameraRigController.sceneCam;
if (overrideDuration > 0f)
{
component.maxLifeTime = overrideDuration;
}
}
}
}
}