r2mods/ilspy_dump/ror2_csproj/RoR2/HuntressTracker.cs

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2024-10-04 07:26:37 +00:00
using System.Linq;
using UnityEngine;
namespace RoR2;
[RequireComponent(typeof(CharacterBody))]
[RequireComponent(typeof(TeamComponent))]
[RequireComponent(typeof(InputBankTest))]
public class HuntressTracker : MonoBehaviour
{
public GameObject trackingPrefab;
public float maxTrackingDistance = 20f;
public float maxTrackingAngle = 20f;
public float trackerUpdateFrequency = 10f;
private HurtBox trackingTarget;
private CharacterBody characterBody;
private TeamComponent teamComponent;
private InputBankTest inputBank;
private float trackerUpdateStopwatch;
private Indicator indicator;
private readonly BullseyeSearch search = new BullseyeSearch();
private void Awake()
{
if (trackingPrefab == null)
{
trackingPrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/HuntressTrackingIndicator");
}
indicator = new Indicator(base.gameObject, trackingPrefab);
}
private void Start()
{
characterBody = GetComponent<CharacterBody>();
inputBank = GetComponent<InputBankTest>();
teamComponent = GetComponent<TeamComponent>();
}
public HurtBox GetTrackingTarget()
{
return trackingTarget;
}
private void OnEnable()
{
indicator.active = true;
}
private void OnDisable()
{
indicator.active = false;
}
private void FixedUpdate()
{
MyFixedUpdate(Time.fixedDeltaTime);
}
private void MyFixedUpdate(float deltaTime)
{
trackerUpdateStopwatch += deltaTime;
if (trackerUpdateStopwatch >= 1f / trackerUpdateFrequency)
{
trackerUpdateStopwatch -= 1f / trackerUpdateFrequency;
_ = trackingTarget;
Ray aimRay = new Ray(inputBank.aimOrigin, inputBank.aimDirection);
SearchForTarget(aimRay);
indicator.targetTransform = (trackingTarget ? trackingTarget.transform : null);
}
}
private void SearchForTarget(Ray aimRay)
{
search.teamMaskFilter = TeamMask.all;
search.teamMaskFilter.RemoveTeam(teamComponent.teamIndex);
search.filterByLoS = true;
search.searchOrigin = aimRay.origin;
search.searchDirection = aimRay.direction;
search.sortMode = BullseyeSearch.SortMode.Distance;
search.maxDistanceFilter = maxTrackingDistance;
search.maxAngleFilter = maxTrackingAngle;
search.RefreshCandidates();
search.FilterOutGameObject(base.gameObject);
trackingTarget = search.GetResults().FirstOrDefault();
}
}