r2mods/ilspy_dump/ror2_csproj/RoR2/DamageDisplay.cs

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C#
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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using System.Collections.ObjectModel;
using TMPro;
using UnityEngine;
namespace RoR2;
public class DamageDisplay : MonoBehaviour
{
private static List<DamageDisplay> instancesList;
private static ReadOnlyCollection<DamageDisplay> _readOnlyInstancesList;
public TextMeshPro textMeshComponent;
public AnimationCurve magnitudeCurve;
public float maxLife = 3f;
public float gravity = 9.81f;
public float magnitude = 3f;
public float offset = 20f;
private Vector3 velocity;
public float textMagnitude = 0.01f;
private float vel;
private float life;
private float scale = 1f;
[HideInInspector]
public Color baseColor = Color.white;
[HideInInspector]
public Color baseOutlineColor = Color.gray;
private GameObject victim;
private GameObject attacker;
private TeamIndex victimTeam;
private TeamIndex attackerTeam;
private bool crit;
private bool heal;
private Vector3 internalPosition;
public static ReadOnlyCollection<DamageDisplay> readOnlyInstancesList => _readOnlyInstancesList;
static DamageDisplay()
{
instancesList = new List<DamageDisplay>();
_readOnlyInstancesList = new ReadOnlyCollection<DamageDisplay>(instancesList);
UICamera.onUICameraPreCull += OnUICameraPreCull;
RoR2Application.onUpdate += UpdateAll;
}
private void Start()
{
velocity = Vector3.Normalize(Vector3.up + new Vector3(Random.Range(0f - offset, offset), 0f, Random.Range(0f - offset, offset))) * magnitude;
instancesList.Add(this);
internalPosition = base.transform.position;
}
private void OnDestroy()
{
instancesList.Remove(this);
}
public void SetValues(GameObject victim, GameObject attacker, float damage, bool crit, DamageColorIndex damageColorIndex)
{
victimTeam = TeamIndex.Neutral;
attackerTeam = TeamIndex.Neutral;
scale = 1f;
this.victim = victim;
this.attacker = attacker;
this.crit = crit;
baseColor = DamageColor.FindColor(damageColorIndex);
string text = Mathf.CeilToInt(Mathf.Abs(damage)).ToString();
heal = damage < 0f;
if (heal)
{
damage = 0f - damage;
base.transform.parent = victim.transform;
text = "+" + text;
baseColor = DamageColor.FindColor(DamageColorIndex.Heal);
baseOutlineColor = baseColor * Color.gray;
}
if ((bool)victim)
{
TeamComponent component = victim.GetComponent<TeamComponent>();
if ((bool)component)
{
victimTeam = component.teamIndex;
}
}
if ((bool)attacker)
{
TeamComponent component2 = attacker.GetComponent<TeamComponent>();
if ((bool)component2)
{
attackerTeam = component2.teamIndex;
}
}
if (crit)
{
text += "!";
baseOutlineColor = Color.red;
}
textMeshComponent.text = text;
UpdateMagnitude();
}
private void UpdateMagnitude()
{
float fontSize = magnitudeCurve.Evaluate(life / maxLife) * textMagnitude * scale;
textMeshComponent.fontSize = fontSize;
}
private static void UpdateAll()
{
for (int num = instancesList.Count - 1; num >= 0; num--)
{
instancesList[num].DoUpdate();
}
}
private void DoUpdate()
{
UpdateMagnitude();
life += Time.deltaTime;
if (life >= maxLife)
{
Object.Destroy(base.gameObject);
return;
}
velocity += gravity * Vector3.down * Time.deltaTime;
internalPosition += velocity * Time.deltaTime;
}
private static void OnUICameraPreCull(UICamera uiCamera)
{
GameObject gameObject = null;
TeamIndex teamIndex = TeamIndex.Neutral;
Camera camera = uiCamera.camera;
Camera sceneCam = uiCamera.cameraRigController.sceneCam;
gameObject = uiCamera.cameraRigController.target;
teamIndex = uiCamera.cameraRigController.targetTeamIndex;
for (int i = 0; i < instancesList.Count; i++)
{
DamageDisplay damageDisplay = instancesList[i];
Color color = Color.white;
if (!damageDisplay.heal)
{
if (teamIndex == damageDisplay.victimTeam)
{
color = new Color(0.5568628f, 0.29411766f, 0.6039216f);
}
else if (teamIndex == damageDisplay.attackerTeam && gameObject != damageDisplay.attacker)
{
color = Color.gray;
}
}
damageDisplay.textMeshComponent.color = Color.Lerp(Color.white, damageDisplay.baseColor * color, damageDisplay.life / 0.2f);
damageDisplay.textMeshComponent.outlineColor = Color.Lerp(Color.white, damageDisplay.baseOutlineColor * color, damageDisplay.life / 0.2f);
Vector3 position = damageDisplay.internalPosition;
Vector3 position2 = sceneCam.WorldToScreenPoint(position);
position2.z = ((position2.z > 0f) ? 1f : (-1f));
Vector3 position3 = camera.ScreenToWorldPoint(position2);
damageDisplay.transform.position = position3;
}
}
}