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

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2024-10-04 07:26:37 +00:00
using TMPro;
using UnityEngine;
namespace RoR2.UI;
public class Nameplate : MonoBehaviour
{
public TextMeshPro label;
private CharacterBody body;
public GameObject aliveObject;
public GameObject deadObject;
public SpriteRenderer criticallyHurtSpriteRenderer;
public SpriteRenderer[] coloredSprites;
public Color baseColor;
public Color combatColor;
public void SetBody(CharacterBody body)
{
this.body = body;
}
private void LateUpdate()
{
string text = "";
Color color = baseColor;
bool flag = true;
bool flag2 = false;
bool flag3 = false;
if ((bool)body)
{
text = body.GetDisplayName();
flag = body.healthComponent.alive;
flag2 = !body.outOfCombat || !body.outOfDanger;
flag3 = body.healthComponent.isHealthLow;
CharacterMaster master = body.master;
if ((bool)master)
{
PlayerCharacterMasterController component = master.GetComponent<PlayerCharacterMasterController>();
if ((bool)component)
{
GameObject networkUserObject = component.networkUserObject;
if ((bool)networkUserObject)
{
NetworkUser component2 = networkUserObject.GetComponent<NetworkUser>();
if ((bool)component2)
{
text = component2.userName;
}
}
}
else
{
text = Language.GetString(body.baseNameToken);
}
}
}
color = (flag2 ? combatColor : baseColor);
aliveObject.SetActive(flag);
deadObject.SetActive(!flag);
if ((bool)criticallyHurtSpriteRenderer)
{
criticallyHurtSpriteRenderer.enabled = flag3 && flag;
criticallyHurtSpriteRenderer.color = HealthBar.GetCriticallyHurtColor();
}
if ((bool)label)
{
label.text = text;
label.color = color;
}
SpriteRenderer[] array = coloredSprites;
for (int i = 0; i < array.Length; i++)
{
array[i].color = color;
}
}
}