r2mods/ilspy_dump/ror2_csproj/RoR2/StriderLegController.cs

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C#
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2024-10-04 07:26:37 +00:00
using System;
using UnityEngine;
namespace RoR2;
public class StriderLegController : MonoBehaviour
{
[Serializable]
public struct FootInfo
{
public Transform transform;
public Transform referenceTransform;
[HideInInspector]
public Vector3 velocity;
[HideInInspector]
public FootState footState;
[HideInInspector]
public Vector3 plantPosition;
[HideInInspector]
public Vector3 trailingTargetPosition;
[HideInInspector]
public float stopwatch;
[HideInInspector]
public float currentYOffsetFromRaycast;
[HideInInspector]
public float lastYOffsetFromRaycast;
[HideInInspector]
public float footRaycastTimer;
}
public enum FootState
{
Planted,
Replanting
}
[Header("Foot Settings")]
public Transform centerOfGravity;
public FootInfo[] feet;
public Vector3 footRaycastDirection;
public float raycastVerticalOffset;
public float maxRaycastDistance;
public float footDampTime;
public float stabilityRadius;
public float replantDuration;
public float replantHeight;
public float overstepDistance;
public AnimationCurve lerpCurve;
public GameObject footPlantEffect;
public string footPlantString;
public string footMoveString;
public float footRaycastFrequency = 0.2f;
public int maxFeetReplantingAtOnce = 9999;
[Header("Root Settings")]
public Transform rootTransform;
public float rootSpringConstant;
public float rootDampingConstant;
public float rootOffsetHeight;
public float rootSmoothDamp;
private float rootVelocity;
public Vector3 GetCenterOfStance()
{
Vector3 zero = Vector3.zero;
for (int i = 0; i < feet.Length; i++)
{
zero += feet[i].transform.position;
}
return zero / feet.Length;
}
private void Awake()
{
for (int i = 0; i < feet.Length; i++)
{
feet[i].footState = FootState.Planted;
feet[i].plantPosition = feet[i].referenceTransform.position;
feet[i].trailingTargetPosition = feet[i].plantPosition;
feet[i].footRaycastTimer = UnityEngine.Random.Range(0f, 1f / footRaycastFrequency);
}
}
private void Update()
{
int num = 0;
int num2 = 0;
for (int i = 0; i < feet.Length; i++)
{
if (feet[i].footState == FootState.Replanting)
{
num2++;
}
}
for (int j = 0; j < feet.Length; j++)
{
feet[j].footRaycastTimer -= Time.deltaTime;
Transform transform = feet[j].transform;
Transform referenceTransform = feet[j].referenceTransform;
_ = transform.position;
Vector3 vector = Vector3.zero;
float num3 = 0f;
switch (feet[j].footState)
{
case FootState.Planted:
num++;
vector = feet[j].plantPosition;
if ((referenceTransform.position - vector).sqrMagnitude > stabilityRadius * stabilityRadius && num2 < maxFeetReplantingAtOnce)
{
feet[j].footState = FootState.Replanting;
Util.PlaySound(footMoveString, transform.gameObject);
num2++;
}
break;
case FootState.Replanting:
{
feet[j].stopwatch += Time.deltaTime;
Vector3 plantPosition = feet[j].plantPosition;
Vector3 position = referenceTransform.position;
position += Vector3.ProjectOnPlane(position - plantPosition, Vector3.up).normalized * overstepDistance;
float num4 = lerpCurve.Evaluate(feet[j].stopwatch / replantDuration);
vector = Vector3.Lerp(plantPosition, position, num4);
num3 = Mathf.Sin(num4 * MathF.PI) * replantHeight;
if (feet[j].stopwatch >= replantDuration)
{
feet[j].plantPosition = position;
feet[j].stopwatch = 0f;
feet[j].footState = FootState.Planted;
Util.PlaySound(footPlantString, transform.gameObject);
if ((bool)footPlantEffect)
{
EffectManager.SimpleEffect(footPlantEffect, transform.position, Quaternion.identity, transmit: false);
}
}
break;
}
}
Ray ray = default(Ray);
ray.direction = transform.TransformDirection(footRaycastDirection.normalized);
ray.origin = vector - ray.direction * raycastVerticalOffset;
if (feet[j].footRaycastTimer <= 0f)
{
feet[j].footRaycastTimer = 1f / footRaycastFrequency;
feet[j].lastYOffsetFromRaycast = feet[j].currentYOffsetFromRaycast;
if (Physics.Raycast(ray, out var hitInfo, maxRaycastDistance + raycastVerticalOffset, LayerIndex.world.mask))
{
feet[j].currentYOffsetFromRaycast = hitInfo.point.y - vector.y;
}
else
{
feet[j].currentYOffsetFromRaycast = 0f;
}
}
float num5 = Mathf.Lerp(feet[j].currentYOffsetFromRaycast, feet[j].lastYOffsetFromRaycast, feet[j].footRaycastTimer / (1f / footRaycastFrequency));
vector.y += num3 + num5;
feet[j].trailingTargetPosition = Vector3.SmoothDamp(feet[j].trailingTargetPosition, vector, ref feet[j].velocity, footDampTime);
transform.position = feet[j].trailingTargetPosition;
}
if ((bool)rootTransform)
{
Vector3 localPosition = rootTransform.localPosition;
float num6 = (1f - (float)num / (float)feet.Length) * rootOffsetHeight;
float target = localPosition.z - num6;
float z = Mathf.SmoothDamp(localPosition.z, target, ref rootVelocity, rootSmoothDamp);
rootTransform.localPosition = new Vector3(localPosition.x, localPosition.y, z);
}
}
public Vector3 GetArcPosition(Vector3 start, Vector3 end, float arcHeight, float t)
{
return Vector3.Lerp(start, end, Mathf.Sin(t * MathF.PI * 0.5f)) + new Vector3(0f, Mathf.Sin(t * MathF.PI) * arcHeight, 0f);
}
public void OnDrawGizmos()
{
for (int i = 0; i < feet.Length; i++)
{
Gizmos.color = Color.green;
Gizmos.DrawRay(feet[i].transform.position, feet[i].transform.TransformVector(footRaycastDirection));
}
}
}