r2mods/ilspy_dump/ror2_csproj/RoR2/ForcedCamera.cs

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2024-10-04 07:26:37 +00:00
using System.Collections.ObjectModel;
using UnityEngine;
namespace RoR2;
public class ForcedCamera : MonoBehaviour, ICameraStateProvider
{
public float entryLerpDuration = 1f;
public float exitLerpDuration = 1f;
public float fovOverride;
public bool allowUserLook;
public bool allowUserHud;
private void Update()
{
ReadOnlyCollection<CameraRigController> readOnlyInstancesList = CameraRigController.readOnlyInstancesList;
for (int i = 0; i < readOnlyInstancesList.Count; i++)
{
CameraRigController cameraRigController = readOnlyInstancesList[i];
if (!cameraRigController.hasOverride)
{
cameraRigController.SetOverrideCam(this, entryLerpDuration);
}
}
}
private void OnDisable()
{
ReadOnlyCollection<CameraRigController> readOnlyInstancesList = CameraRigController.readOnlyInstancesList;
for (int i = 0; i < readOnlyInstancesList.Count; i++)
{
CameraRigController cameraRigController = readOnlyInstancesList[i];
if (cameraRigController.IsOverrideCam(this))
{
cameraRigController.SetOverrideCam(null, exitLerpDuration);
}
}
}
public void GetCameraState(CameraRigController cameraRigController, ref CameraState cameraState)
{
cameraState.position = base.transform.position;
cameraState.rotation = base.transform.rotation;
if (fovOverride > 0f)
{
cameraState.fov = fovOverride;
}
}
public bool IsUserLookAllowed(CameraRigController cameraRigController)
{
return allowUserLook;
}
public bool IsUserControlAllowed(CameraRigController cameraRigController)
{
return false;
}
public bool IsHudAllowed(CameraRigController cameraRigController)
{
return allowUserHud;
}
private void OnDrawGizmosSelected()
{
Color color = Gizmos.color;
Matrix4x4 matrix = Gizmos.matrix;
Gizmos.color = Color.yellow;
Matrix4x4 identity = Matrix4x4.identity;
identity.SetTRS(base.transform.position, base.transform.rotation, Vector3.one);
Gizmos.matrix = identity;
Gizmos.DrawFrustum(Vector3.zero, (fovOverride > 0f) ? fovOverride : 60f, 10f, 0.1f, 1.7777778f);
Gizmos.matrix = matrix;
Gizmos.color = color;
}
}