r2mods/ilspy_dump/ror2_csproj/RoR2/ModelCamera.cs

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C#
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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace RoR2;
[RequireComponent(typeof(Camera))]
public class ModelCamera : MonoBehaviour
{
private struct ObjectRestoreInfo
{
public GameObject obj;
public int layer;
}
[NonSerialized]
public RenderSettingsState renderSettings;
public Color ambientLight;
private readonly List<Light> lights = new List<Light>();
public static ModelCamera instance { get; private set; }
public Camera attachedCamera { get; private set; }
private void OnEnable()
{
if ((bool)instance && instance != this)
{
Debug.LogErrorFormat("Only one {0} instance can be active at a time.", GetType().Name);
}
else
{
instance = this;
}
}
private void OnDisable()
{
if (instance == this)
{
instance = null;
}
}
private void Awake()
{
attachedCamera = GetComponent<Camera>();
attachedCamera.enabled = false;
attachedCamera.cullingMask = LayerIndex.manualRender.mask;
UnityEngine.Object.Destroy(GetComponent<AkAudioListener>());
}
private static void PrepareObjectForRendering(Transform objTransform, List<ObjectRestoreInfo> objectRestorationList)
{
GameObject gameObject = objTransform.gameObject;
objectRestorationList.Add(new ObjectRestoreInfo
{
obj = gameObject,
layer = gameObject.layer
});
gameObject.layer = LayerIndex.manualRender.intVal;
int childCount = objTransform.childCount;
for (int i = 0; i < childCount; i++)
{
PrepareObjectForRendering(objTransform.GetChild(i), objectRestorationList);
}
}
public void RenderItem(GameObject obj, RenderTexture targetTexture)
{
for (int i = 0; i < lights.Count; i++)
{
lights[i].cullingMask = LayerIndex.manualRender.mask;
}
RenderSettingsState renderSettingsState = RenderSettingsState.FromCurrent();
renderSettings.Apply();
List<ObjectRestoreInfo> list = new List<ObjectRestoreInfo>();
if ((bool)obj)
{
PrepareObjectForRendering(obj.transform, list);
}
attachedCamera.targetTexture = targetTexture;
attachedCamera.Render();
for (int j = 0; j < list.Count; j++)
{
list[j].obj.layer = list[j].layer;
}
for (int k = 0; k < lights.Count; k++)
{
lights[k].cullingMask = 0;
}
renderSettingsState.Apply();
}
public void AddLight(Light light)
{
lights.Add(light);
}
public void RemoveLight(Light light)
{
lights.Remove(light);
}
}