r2mods/ilspy_dump/ror2_csproj/RootJungleFXController.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
public class RootJungleFXController : MonoBehaviour
{
public int minSystemsActive = 2;
public int maxSystemsActive = 4;
public float minActiveTime = 10f;
public float maxActiveTime = 30f;
private int numActive;
private float timeActive;
private float effectsTimer;
private bool timeFX;
public List<ParticleSystem> FXParticles = new List<ParticleSystem>();
private void Start()
{
TurnOffFX(FXParticles.Count);
}
private void FixedUpdate()
{
if (timeFX)
{
effectsTimer -= Time.fixedDeltaTime;
if (effectsTimer <= 0f)
{
timeFX = false;
TurnOffFX(numActive);
}
}
}
public void SetupParticles()
{
numActive = UnityEngine.Random.Range(minSystemsActive, maxSystemsActive + 1);
timeActive = UnityEngine.Random.Range(minActiveTime, maxActiveTime);
effectsTimer = timeActive;
FXParticles = Shuffle(FXParticles);
TurnOnFX(numActive);
timeFX = true;
}
public void TurnOffFX(int amount)
{
for (int i = 0; i < amount; i++)
{
ParticleSystem.EmissionModule emission = FXParticles[i].emission;
emission.enabled = false;
}
SetupParticles();
}
public void TurnOnFX(int amount)
{
for (int i = 0; i < amount; i++)
{
ParticleSystem.EmissionModule emission = FXParticles[i].emission;
emission.enabled = true;
}
}
public static List<T> Shuffle<T>(List<T> list)
{
System.Random random = new System.Random();
for (int i = 0; i < list.Count; i++)
{
int index = random.Next(0, i);
T value = list[index];
list[index] = list[i];
list[i] = value;
}
return list;
}
}