r2mods/ilspy_dump/ror2_csproj/RoR2/PrintController.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace RoR2;
public class PrintController : MonoBehaviour
{
private struct RendererMaterialPair
{
public readonly Renderer renderer;
public readonly Material material;
public RendererMaterialPair(Renderer renderer, Material material)
{
this.renderer = renderer;
this.material = material;
}
}
[Header("Print Time and Behaviors")]
public float printTime;
public AnimationCurve printCurve;
public float age;
public bool disableWhenFinished = true;
public bool paused;
[Header("Print Start/End Values")]
public float startingPrintHeight;
public float maxPrintHeight;
public float startingPrintBias;
public float maxPrintBias;
public bool animateFlowmapPower;
public float startingFlowmapPower;
public float maxFlowmapPower;
private CharacterModel characterModel;
private MaterialPropertyBlock _propBlock;
private RendererMaterialPair[] rendererMaterialPairs = Array.Empty<RendererMaterialPair>();
private bool hasSetupOnce;
private static Shader printShader;
private static int sliceHeightShaderPropertyId;
private static int printBiasShaderPropertyId;
private static int flowHeightPowerShaderPropertyId;
private static int printOnPropertyId;
[InitDuringStartup]
private static void Init()
{
AsyncOperationHandle<Shader> asyncOperationHandle = LegacyResourcesAPI.LoadAsync<Shader>("Shaders/Deferred/HGStandard");
asyncOperationHandle.Completed += delegate(AsyncOperationHandle<Shader> x)
{
printShader = x.Result;
};
sliceHeightShaderPropertyId = Shader.PropertyToID("_SliceHeight");
printBiasShaderPropertyId = Shader.PropertyToID("_PrintBias");
flowHeightPowerShaderPropertyId = Shader.PropertyToID("_FlowHeightPower");
printOnPropertyId = Shader.PropertyToID("_PrintOn");
}
private void Awake()
{
characterModel = GetComponent<CharacterModel>();
_propBlock = new MaterialPropertyBlock();
SetupPrint();
}
private void OnDisable()
{
SetMaterialPrintCutoffEnabled(shouldEnable: false);
}
private void OnEnable()
{
SetMaterialPrintCutoffEnabled(shouldEnable: true);
age = 0f;
}
private void Update()
{
UpdatePrint(Time.deltaTime);
}
private void OnDestroy()
{
for (int num = rendererMaterialPairs.Length - 1; num > 0; num--)
{
UnityEngine.Object.Destroy(rendererMaterialPairs[num].material);
rendererMaterialPairs[num] = new RendererMaterialPair(null, null);
}
rendererMaterialPairs = Array.Empty<RendererMaterialPair>();
}
private void OnValidate()
{
if (printCurve == null)
{
printCurve = new AnimationCurve();
}
Keyframe[] keys = printCurve.keys;
for (int i = 1; i < keys.Length; i++)
{
ref Keyframe reference = ref keys[i - 1];
ref Keyframe reference2 = ref keys[i];
if (reference.time >= reference2.time)
{
Debug.LogErrorFormat("Animation curve error on object {0}", base.gameObject.name);
break;
}
}
if (printTime == 0f)
{
Debug.LogErrorFormat("printTime==0f on object {0}", base.gameObject.name);
}
}
public void SetPaused(bool newPaused)
{
paused = newPaused;
}
private void UpdatePrint(float deltaTime)
{
if (printCurve != null)
{
if (!paused)
{
age += deltaTime;
}
float printThreshold = printCurve.Evaluate(age / printTime);
SetPrintThreshold(printThreshold);
if (age >= printTime && disableWhenFinished)
{
base.enabled = false;
age = 0f;
}
}
}
private void SetPrintThreshold(float sample)
{
float num = 1f - sample;
float value = sample * maxPrintHeight + num * startingPrintHeight;
float value2 = sample * maxPrintBias + num * startingPrintBias;
float value3 = sample * maxFlowmapPower + num * startingFlowmapPower;
for (int i = 0; i < rendererMaterialPairs.Length; i++)
{
ref RendererMaterialPair reference = ref rendererMaterialPairs[i];
reference.renderer.GetPropertyBlock(_propBlock);
_propBlock.SetFloat(sliceHeightShaderPropertyId, value);
_propBlock.SetFloat(printBiasShaderPropertyId, value2);
if (animateFlowmapPower)
{
_propBlock.SetFloat(flowHeightPowerShaderPropertyId, value3);
}
reference.renderer.SetPropertyBlock(_propBlock);
}
}
private void SetupPrint()
{
if (hasSetupOnce)
{
return;
}
hasSetupOnce = true;
if ((bool)characterModel)
{
CharacterModel.RendererInfo[] baseRendererInfos = characterModel.baseRendererInfos;
int num = 0;
for (int i = 0; i < baseRendererInfos.Length; i++)
{
if (!(baseRendererInfos[i].defaultMaterial?.shader != printShader))
{
num++;
}
}
Array.Resize(ref rendererMaterialPairs, num);
int j = 0;
int num2 = 0;
for (; j < baseRendererInfos.Length; j++)
{
ref CharacterModel.RendererInfo reference = ref baseRendererInfos[j];
if (!(reference.defaultMaterial?.shader != printShader))
{
Material material = (reference.defaultMaterial = UnityEngine.Object.Instantiate(reference.defaultMaterial));
rendererMaterialPairs[num2++] = new RendererMaterialPair(reference.renderer, material);
}
}
}
else
{
List<Renderer> gameObjectComponentsInChildren = GetComponentsCache<Renderer>.GetGameObjectComponentsInChildren(base.gameObject, includeInactive: true);
Array.Resize(ref rendererMaterialPairs, gameObjectComponentsInChildren.Count);
int k = 0;
for (int count = gameObjectComponentsInChildren.Count; k < count; k++)
{
Renderer renderer = gameObjectComponentsInChildren[k];
Material material2 = renderer.material;
rendererMaterialPairs[k] = new RendererMaterialPair(renderer, material2);
}
GetComponentsCache<Renderer>.ReturnBuffer(gameObjectComponentsInChildren);
}
SetMaterialPrintCutoffEnabled(shouldEnable: false);
age = 0f;
}
private void SetMaterialPrintCutoffEnabled(bool shouldEnable)
{
if (shouldEnable)
{
EnableMaterialPrintCutoff();
}
else
{
DisableMaterialPrintCutoff();
}
}
private void EnableMaterialPrintCutoff()
{
for (int i = 0; i < rendererMaterialPairs.Length; i++)
{
Material material = rendererMaterialPairs[i].material;
material.EnableKeyword("PRINT_CUTOFF");
material.SetInt(printOnPropertyId, 1);
}
}
private void DisableMaterialPrintCutoff()
{
for (int i = 0; i < rendererMaterialPairs.Length; i++)
{
Material material = rendererMaterialPairs[i].material;
material.DisableKeyword("PRINT_CUTOFF");
material.SetInt(printOnPropertyId, 0);
}
SetPrintThreshold(1f);
}
}