r2mods/ilspy_dump/ror2_csproj/RoR2.PostProcessing/ScreenDamage.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
namespace RoR2.PostProcessing;
public class ScreenDamage : MonoBehaviour
{
private CameraRigController cameraRigController;
private PostProcessLayer postProcessLayer;
private ScreenDamagePP postProcessSettings;
[Header("Debug values")]
public bool useDebugValues;
public float debugTintValue;
public float debugDesatValue;
public float debugDistortionValue;
[Header("Game-wide limits")]
public float DistortionScale = 1f;
public float DistortionPower = 1f;
public float DesaturationScale = 1f;
public float DesaturationPower = 1f;
public float TintScale = 1f;
public float TintPower = 1f;
public float debugHealthPercentage;
private float healthPercentage = 1f;
private const float hitTintDecayTime = 0.6f;
private const float hitTintScale = 1.6f;
private const float deathWeight = 2f;
private float oldDistortionStrength;
private float oldDesaturationStrength;
private float oldTintStrength;
private ScreenDamageCalculatorDefault screenDamageCalculatorDefault = new ScreenDamageCalculatorDefault();
private ScreenDamageCalculator workingScreenDamageCalculator;
private void Awake()
{
InitPostProcessSettingsVars();
}
private void OnEnable()
{
InitPostProcessSettingsVars();
}
private void InitPostProcessSettingsVars()
{
if (!(postProcessSettings != null))
{
cameraRigController = GetComponentInParent<CameraRigController>();
postProcessLayer = GetComponent<PostProcessLayer>();
GetComponentInChildren<PostProcessVolume>().profile.TryGetSettings<ScreenDamagePP>(out postProcessSettings);
if ((bool)postProcessSettings)
{
oldDistortionStrength = postProcessSettings.DistortionStrength.value;
oldDesaturationStrength = postProcessSettings.DesaturationStrength.value;
oldTintStrength = postProcessSettings.TintStrength.value;
}
}
}
public void Update()
{
InitPostProcessSettingsVars();
if ((bool)cameraRigController)
{
if ((bool)cameraRigController.target)
{
HealthComponent component = cameraRigController.target.GetComponent<HealthComponent>();
if (component != null && component.screenDamageCalculator != null)
{
workingScreenDamageCalculator = component.screenDamageCalculator;
}
else
{
workingScreenDamageCalculator = screenDamageCalculatorDefault;
}
workingScreenDamageCalculator.CalculateScreenDamage(this, component);
}
else
{
workingScreenDamageCalculator = screenDamageCalculatorDefault;
}
float num = (SettingsConVars.enableScreenDistortion.value ? DistortionScale : 0f);
ScreenDamageData screenDamageData = workingScreenDamageCalculator.screenDamageData;
postProcessSettings.DistortionStrength.Override(screenDamageData.distortionStrength * num);
postProcessSettings.DesaturationStrength.Override(screenDamageData.desaturationStrength);
postProcessSettings.TintStrength.Override(screenDamageData.tintStrength);
}
else
{
postProcessSettings.DistortionStrength.Override(0f);
postProcessSettings.DesaturationStrength.Override(0f);
postProcessSettings.TintStrength.Override(0f);
}
float value = postProcessSettings.DistortionStrength.value;
float value2 = postProcessSettings.DesaturationStrength.value;
float value3 = postProcessSettings.TintStrength.value;
if (!Mathf.Approximately(oldDistortionStrength, value) || !Mathf.Approximately(oldDesaturationStrength, value2) || !Mathf.Approximately(oldTintStrength, value3))
{
postProcessLayer.OnVolumeSettingsChanged();
oldDistortionStrength = postProcessSettings.DistortionStrength.value;
oldDesaturationStrength = postProcessSettings.DesaturationStrength.value;
oldTintStrength = postProcessSettings.TintStrength.value;
}
}
}