r2mods/ilspy_dump/ror2_csproj/RendererVisiblity.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
public class RendererVisiblity : MonoBehaviour
{
public enum DistanceClass
{
Near,
Far,
VeryFar
}
public CharacterModel parentModel;
public DistanceClass approxDistance;
public bool isVisible;
[HideInInspector]
public Animator animatorToUpdateOnceWhenVisible;
private float visualUpdateTimer;
public bool shouldUpdateVisuals = true;
public void CalcDistanceClass(float distanceSq)
{
if (distanceSq < 2500f)
{
approxDistance = DistanceClass.Near;
}
else if (distanceSq < 10000f)
{
approxDistance = DistanceClass.Far;
}
else
{
approxDistance = DistanceClass.VeryFar;
}
if (!isVisible)
{
visualUpdateTimer -= Time.deltaTime;
if (visualUpdateTimer < 0f)
{
visualUpdateTimer = 0.2f;
shouldUpdateVisuals = true;
}
else
{
shouldUpdateVisuals = false;
}
return;
}
switch (approxDistance)
{
case DistanceClass.Near:
shouldUpdateVisuals = true;
break;
case DistanceClass.Far:
visualUpdateTimer -= Time.deltaTime;
if (visualUpdateTimer < 0f)
{
visualUpdateTimer = 1f / 15f;
shouldUpdateVisuals = true;
}
else
{
shouldUpdateVisuals = false;
}
break;
case DistanceClass.VeryFar:
visualUpdateTimer -= Time.deltaTime;
if (visualUpdateTimer < 0f)
{
visualUpdateTimer = 2f / 15f;
shouldUpdateVisuals = true;
}
else
{
shouldUpdateVisuals = false;
}
break;
}
}
private void OnBecameVisible()
{
parentModel.SetVisible(visible: true);
isVisible = true;
if ((bool)animatorToUpdateOnceWhenVisible)
{
animatorToUpdateOnceWhenVisible.Update(0f);
animatorToUpdateOnceWhenVisible = null;
}
}
private void OnBecameInvisible()
{
parentModel.SetVisible(visible: false);
isVisible = false;
}
}