r2mods/ilspy_dump/ror2_csproj/ShrinePlaceTotem.cs

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2024-10-04 07:26:37 +00:00
using System;
using UnityEngine;
public class ShrinePlaceTotem : MonoBehaviour
{
public int totemCount = 5;
public GameObject totem;
[Tooltip("Distance from which to form totem ring")]
public float totemRadius = 2f;
[Tooltip("Height from which to calculate totem placements.")]
public float height = 10f;
[Tooltip("Distance to raycast for totems")]
public float raycastDistance = 20f;
[Tooltip("Random bending of totems")]
public float bendAmount = 15f;
[Tooltip("Allowed difference from straight up (1) to straight down (-1)")]
public float dotLimit = 0.8f;
private void Awake()
{
int num = 0;
for (int i = 0; i < totemCount * 2; i++)
{
float num2 = ((i >= totemCount) ? ((float)i * 1f * (360f / (float)totemCount)) : (((float)i + 0.5f) * (360f / (float)totemCount)));
Physics.Raycast(base.transform.position + new Vector3(0f, height, 0f), new Vector3(Mathf.Cos(num2 * (MathF.PI / 180f)) * totemRadius, 0f - height, Mathf.Sin(num2 * (MathF.PI / 180f)) * totemRadius), out var hitInfo, raycastDistance);
if (hitInfo.collider != null && Vector3.Dot(hitInfo.normal, Vector3.up) > dotLimit)
{
GameObject gameObject = UnityEngine.Object.Instantiate(totem, hitInfo.point, Quaternion.identity);
gameObject.transform.parent = base.transform;
gameObject.transform.rotation = Quaternion.FromToRotation(gameObject.transform.up, hitInfo.normal);
gameObject.transform.eulerAngles += new Vector3(UnityEngine.Random.Range(0f - bendAmount, bendAmount), UnityEngine.Random.Range(0f - bendAmount, bendAmount), UnityEngine.Random.Range(0f - bendAmount, bendAmount));
gameObject.transform.position -= new Vector3(0f, UnityEngine.Random.Range(0.1f, 0.2f), 0f);
num++;
}
if (num == totemCount)
{
break;
}
}
}
private void Update()
{
}
}