r2mods/ilspy_dump/ror2_csproj/EntityStates.GrandParent/ChannelSun.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Navigation;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.GrandParent;
public class ChannelSun : ChannelSunBase
{
public static string animLayerName;
public static string animStateName;
public static GameObject sunPrefab;
public static float sunPrefabDiameter = 10f;
public static float sunPlacementMinDistance = 100f;
public static float sunPlacementIdealAltitudeBonus = 200f;
private GameObject sunInstance;
public Vector3? sunSpawnPosition;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animLayerName, animStateName);
if (NetworkServer.active)
{
sunSpawnPosition = sunSpawnPosition ?? FindSunSpawnPosition(base.transform.position);
if (sunSpawnPosition.HasValue)
{
sunInstance = CreateSun(sunSpawnPosition.Value);
}
}
}
public override void OnExit()
{
if (NetworkServer.active && (bool)sunInstance)
{
sunInstance.GetComponent<GenericOwnership>().ownerObject = null;
sunInstance = null;
}
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && !IsKeyDownAuthority())
{
outer.SetNextState(new ChannelSunEnd());
}
}
private GameObject CreateSun(Vector3 sunSpawnPosition)
{
GameObject obj = Object.Instantiate(sunPrefab, sunSpawnPosition, Quaternion.identity);
obj.GetComponent<GenericOwnership>().ownerObject = base.gameObject;
NetworkServer.Spawn(obj);
return obj;
}
private static Vector3? FindSunNodePosition(Vector3 searchOrigin)
{
NodeGraph airNodes = SceneInfo.instance.airNodes;
NodeGraph.NodeIndex nodeIndex = airNodes.FindClosestNodeWithFlagConditions(searchOrigin, HullClassification.Golem, NodeFlags.None, NodeFlags.None, preventOverhead: false);
if (nodeIndex == NodeGraph.NodeIndex.invalid)
{
return null;
}
float num = sunPlacementMinDistance;
float num2 = num * num;
_ = NodeGraph.NodeIndex.invalid;
float num3 = 0f;
NodeGraphSpider nodeGraphSpider = new NodeGraphSpider(airNodes, HullMask.Golem);
nodeGraphSpider.AddNodeForNextStep(nodeIndex);
int num4 = 0;
int i = 0;
while (nodeGraphSpider.PerformStep())
{
num4++;
for (; i < nodeGraphSpider.collectedSteps.Count; i++)
{
NodeGraphSpider.StepInfo stepInfo = nodeGraphSpider.collectedSteps[i];
airNodes.GetNodePosition(stepInfo.node, out var position);
float sqrMagnitude = (position - searchOrigin).sqrMagnitude;
if (sqrMagnitude > num3)
{
num3 = sqrMagnitude;
_ = stepInfo.node;
if (num3 >= num2)
{
return position;
}
}
}
}
return null;
}
public static Vector3? FindSunSpawnPosition(Vector3 searchOrigin)
{
Vector3? vector = FindSunNodePosition(searchOrigin);
if (vector.HasValue)
{
Vector3 value = vector.Value;
float num = sunPlacementIdealAltitudeBonus;
float num2 = sunPrefabDiameter * 0.5f;
if (Physics.Raycast(value, Vector3.up, out var hitInfo, sunPlacementIdealAltitudeBonus + num2, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
{
num = Mathf.Clamp(hitInfo.distance - num2, 0f, num);
}
value.y += num;
return value;
}
return null;
}
}