r2mods/ilspy_dump/ror2_csproj/RoR2/AimTurnStateController.cs

65 lines
1.9 KiB
C#
Raw Normal View History

2024-10-04 07:26:37 +00:00
using EntityStates;
using UnityEngine;
namespace RoR2;
public class AimTurnStateController : MonoBehaviour
{
[Tooltip("The component we use to determine the current orientation")]
[SerializeField]
private CharacterDirection characterDirection;
[SerializeField]
[Tooltip("The component we use to determine the current aim")]
private InputBankTest inputBank;
[SerializeField]
[Tooltip("The state machine we should modify")]
private EntityStateMachine targetStateMachine;
[SerializeField]
[Tooltip("The state we should push")]
private SerializableEntityStateType turnStateType;
[SerializeField]
[Tooltip("The priority of the new state")]
private InterruptPriority interruptPriority;
[SerializeField]
[Tooltip("The minimum difference between the current orientation and the aim before we should push the state")]
private float minTriggerDegrees;
[SerializeField]
[Tooltip("The minimum time before we should push the state again")]
private float retriggerDelaySeconds;
[Tooltip("The aim/direction vectors are multiplied by this vector and normalized before comparison. This can be used to exclude a dimension from the calculation.")]
[SerializeField]
private Vector3 aimScale = new Vector3(1f, 1f, 1f);
private float lastTriggerTime;
private void FixedUpdate()
{
if (!(Run.instance.fixedTime - lastTriggerTime > retriggerDelaySeconds))
{
return;
}
Vector3 aimDirection = inputBank.aimDirection;
aimDirection.Scale(aimScale);
aimDirection.Normalize();
Vector3 forward = characterDirection.forward;
forward.Scale(aimScale);
forward.Normalize();
if (Vector3.Angle(aimDirection, forward) > minTriggerDegrees)
{
lastTriggerTime = Run.instance.fixedTime;
if ((bool)targetStateMachine)
{
EntityState newNextState = EntityStateCatalog.InstantiateState(ref turnStateType);
targetStateMachine.SetInterruptState(newNextState, interruptPriority);
}
}
}
}