r2mods/ilspy_dump/ror2_csproj/RoR2/SkateSparks.cs

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2024-10-04 07:26:37 +00:00
using System;
using UnityEngine;
namespace RoR2;
[RequireComponent(typeof(CharacterModel))]
[RequireComponent(typeof(Animator))]
public class SkateSparks : MonoBehaviour
{
[Serializable]
private struct FootState
{
public float? speed;
public Vector3? position;
public float stressAccumulator;
public float emissionTimer;
public float debugAcceleration;
public float debugOverspeed;
}
public float maxStress = 4f;
public float minStressForEmission = 1f;
public float overspeedStressCoefficient = 1f;
public float accelerationStressCoefficient = 1f;
public float perpendicularTravelStressCoefficient = 1f;
public float maxEmissionRate = 10f;
public int landingStress = 4;
public ParticleSystem leftParticleSystem;
public ParticleSystem rightParticleSystem;
private Animator animator;
private Transform leftFoot;
private Transform rightFoot;
private CharacterModel characterModel;
private static readonly int isGroundedParam = Animator.StringToHash("isGrounded");
private bool previousIsGrounded = true;
private FootState leftFootState;
private FootState rightFootState;
private float debugWalkSpeed;
private void Awake()
{
animator = GetComponent<Animator>();
characterModel = GetComponent<CharacterModel>();
leftFoot = (leftParticleSystem ? leftParticleSystem.transform : null);
rightFoot = (rightParticleSystem ? rightParticleSystem.transform : null);
}
private static void UpdateFoot(ref FootState footState, ParticleSystem particleSystem, Transform transform, float walkSpeed, float overspeedStressCoefficient, float accelerationStressCoefficient, float perpendicularTravelStressCoefficient, bool isGrounded, float maxStress, float minStressForEmission, float maxEmissionRate, float deltaTime)
{
Vector3? position = (transform ? new Vector3?(transform.position) : null);
float? speed = null;
Vector3 vector = Vector3.zero;
if (position.HasValue && footState.position.HasValue)
{
vector = position.Value - footState.position.Value;
vector.y = 0f;
}
float magnitude = vector.magnitude;
float num = 0f;
float num2 = 0f;
float num3 = 0f;
if (deltaTime != 0f)
{
speed = magnitude / deltaTime;
if (footState.speed.HasValue)
{
num = speed.Value - footState.speed.Value;
}
num2 = Mathf.Max(speed.Value - walkSpeed, 0f);
if ((bool)transform && magnitude > 0f)
{
Vector3 rhs = vector / magnitude;
num3 = Mathf.Abs(Vector3.Dot(transform.right, rhs)) * magnitude;
}
footState.stressAccumulator += num2 * overspeedStressCoefficient * deltaTime + num * accelerationStressCoefficient + num3 * perpendicularTravelStressCoefficient;
footState.debugAcceleration = num;
footState.debugOverspeed = num2;
}
if (!isGrounded)
{
footState.stressAccumulator = 0f;
}
footState.stressAccumulator = Mathf.Clamp(footState.stressAccumulator, 0f, maxStress);
footState.emissionTimer -= deltaTime * maxEmissionRate;
if (footState.emissionTimer <= 0f)
{
footState.emissionTimer = 1f;
footState.stressAccumulator -= 1f;
if (footState.stressAccumulator >= minStressForEmission && (bool)particleSystem)
{
particleSystem.Emit(1);
}
}
footState.position = position;
footState.speed = speed;
}
private void Update()
{
bool flag = false;
float num = 0f;
CharacterBody body = characterModel.body;
if ((bool)body)
{
num = body.moveSpeed;
if (body.isSprinting)
{
num /= body.sprintingSpeedMultiplier;
}
CharacterMotor characterMotor = body.characterMotor;
if ((bool)characterMotor)
{
flag = characterMotor.isGrounded;
}
}
if (flag != previousIsGrounded)
{
float num2 = landingStress;
leftFootState.stressAccumulator += num2;
rightFootState.stressAccumulator += num2;
}
float deltaTime = Time.deltaTime;
UpdateFoot(ref leftFootState, leftParticleSystem, leftFoot, num, overspeedStressCoefficient, accelerationStressCoefficient, perpendicularTravelStressCoefficient, flag, maxStress, minStressForEmission, maxEmissionRate, deltaTime);
UpdateFoot(ref rightFootState, rightParticleSystem, rightFoot, num, overspeedStressCoefficient, accelerationStressCoefficient, perpendicularTravelStressCoefficient, flag, maxStress, minStressForEmission, maxEmissionRate, deltaTime);
debugWalkSpeed = num;
previousIsGrounded = flag;
}
}