r2mods/ilspy_dump/ror2_csproj/RoR2/FlashEmission.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace RoR2;
public class FlashEmission : MonoBehaviour
{
[Tooltip("The strength of a single flash (off,on,off)")]
[SerializeField]
private AnimationCurve flashCurve;
[Tooltip("The duration of a single flash (off,on,off)")]
[SerializeField]
private float flashDuration;
[SerializeField]
private Renderer targetRenderer;
private Material[] materials;
[HideInInspector]
public float time;
private MaterialPropertyBlock propBlock;
private bool active;
private void OnEnable()
{
Initialize();
}
private void OnDisable()
{
active = false;
}
private void Initialize()
{
if (targetRenderer == null)
{
targetRenderer = GetComponent<Renderer>();
}
if (targetRenderer == null)
{
Debug.LogWarning("FlashEmission on " + base.gameObject.name + " couldn't find a Renderer, shutting down.");
base.enabled = false;
}
else if (materials == null)
{
materials = targetRenderer.materials;
}
}
private void Update()
{
if (!active)
{
return;
}
float deltaTime = Time.deltaTime;
if (deltaTime != 0f)
{
time = (time + deltaTime) % flashDuration;
float value = flashCurve.Evaluate(time / flashDuration);
Material[] array = materials;
for (int i = 0; i < array.Length; i++)
{
_ = array[i];
propBlock = new MaterialPropertyBlock();
targetRenderer.GetPropertyBlock(propBlock);
propBlock.SetFloat("_EmPower", value);
targetRenderer.SetPropertyBlock(propBlock);
}
}
}
public void StartFlash()
{
active = true;
}
public void StopFlash()
{
active = false;
}
}