r2mods/ilspy_dump/ror2_csproj/RoR2/SmoothTrailMesh.cs

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C#
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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace RoR2;
public class SmoothTrailMesh : MonoBehaviour
{
[Serializable]
private struct Point
{
public Vector3 vertex1;
public Vector3 vertex2;
public float time;
}
private MeshFilter meshFilter;
private MeshRenderer meshRenderer;
private Mesh mesh;
public float timeStep = 1f / 180f;
public float width = 1f;
public Material[] sharedMaterials;
public float trailLifetime = 1f;
public bool fadeVertexAlpha = true;
private Vector3 previousPosition;
private Vector3 previousUp;
private float previousTime;
private Queue<Point> pointsQueue = new Queue<Point>();
private void Awake()
{
mesh = new Mesh();
mesh.MarkDynamic();
GameObject gameObject = new GameObject("SmoothTrailMeshRenderer");
meshFilter = gameObject.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
meshRenderer = gameObject.AddComponent<MeshRenderer>();
meshRenderer.sharedMaterials = sharedMaterials;
}
private void AddCurrentPoint()
{
float time = Time.time;
Vector3 position = base.transform.position;
Vector3 vector = base.transform.up * width * 0.5f;
pointsQueue.Enqueue(new Point
{
vertex1 = position + vector,
vertex2 = position - vector,
time = time
});
}
private void OnEnable()
{
AddCurrentPoint();
}
private void OnDisable()
{
pointsQueue.Clear();
mesh.Clear();
}
private void OnDestroy()
{
if ((bool)meshFilter)
{
meshFilter.mesh = null;
UnityEngine.Object.Destroy(meshFilter.gameObject);
}
UnityEngine.Object.Destroy(mesh);
}
private void Simulate()
{
float time = Time.time;
Vector3 position = base.transform.position;
Vector3 b = base.transform.up * width * 0.5f;
float num = time - previousTime;
if (num > 0f)
{
float num2 = 1f / num;
for (float num3 = previousTime; num3 <= time; num3 += timeStep)
{
float t = (num3 - previousTime) * num2;
Vector3 vector = Vector3.LerpUnclamped(previousPosition, position, t);
Vector3 vector2 = Vector3.SlerpUnclamped(previousUp, b, t);
pointsQueue.Enqueue(new Point
{
vertex1 = vector + vector2,
vertex2 = vector - vector2,
time = num3
});
}
}
float num4 = time - trailLifetime;
while (pointsQueue.Count > 0 && pointsQueue.Peek().time < num4)
{
pointsQueue.Dequeue();
}
previousTime = time;
previousPosition = position;
previousUp = b;
}
private void LateUpdate()
{
Simulate();
GenerateMesh();
}
private void GenerateMesh()
{
Vector3[] array = new Vector3[pointsQueue.Count * 2];
Vector2[] array2 = new Vector2[pointsQueue.Count * 2];
Color[] array3 = new Color[pointsQueue.Count * 2];
_ = 1f / (float)pointsQueue.Count;
int num = 0;
if (pointsQueue.Count > 0)
{
float time = pointsQueue.Peek().time;
float time2 = Time.time;
float num2 = time2 - time;
float num3 = 1f / num2;
foreach (Point item in pointsQueue)
{
float num4 = (time2 - item.time) * num3;
array[num] = item.vertex1;
array2[num] = new Vector2(1f, num4);
array3[num] = new Color(1f, 1f, 1f, fadeVertexAlpha ? (1f - num4) : 1f);
num++;
array[num] = item.vertex2;
array2[num] = new Vector2(0f, num4);
num++;
}
}
int num5 = pointsQueue.Count - 1;
int[] array4 = new int[num5 * 2 * 3];
int num6 = 0;
int num7 = 0;
for (int i = 0; i < num5; i++)
{
array4[num6] = num7;
array4[num6 + 1] = num7 + 1;
array4[num6 + 2] = num7 + 2;
array4[num6 + 3] = num7 + 3;
array4[num6 + 4] = num7 + 1;
array4[num6 + 5] = num7 + 2;
num6 += 6;
num7 += 2;
}
mesh.Clear();
mesh.vertices = array;
mesh.uv = array2;
mesh.triangles = array4;
mesh.colors = array3;
mesh.RecalculateBounds();
mesh.UploadMeshData(markNoLongerReadable: false);
}
}