using System; using UnityEngine; namespace RoR2; public class JitterBones : MonoBehaviour { private struct BoneInfo { public Transform transform; public bool isHead; public bool isRoot; } [SerializeField] private SkinnedMeshRenderer _skinnedMeshRenderer; private BoneInfo[] bones = Array.Empty(); public float perlinNoiseFrequency; public float perlinNoiseStrength; public float perlinNoiseMinimumCutoff; public float perlinNoiseMaximumCutoff = 1f; public float headBonusStrength; private float age; public SkinnedMeshRenderer skinnedMeshRenderer { get { return _skinnedMeshRenderer; } set { if ((object)_skinnedMeshRenderer != value) { _skinnedMeshRenderer = value; RebuildBones(); } } } private void RebuildBones() { if (!_skinnedMeshRenderer) { bones = Array.Empty(); return; } Transform[] array = _skinnedMeshRenderer.bones; Array.Resize(ref bones, array.Length); for (int i = 0; i < bones.Length; i++) { Transform transform = array[i]; string text = transform.name.ToLower(); bones[i] = new BoneInfo { transform = transform, isHead = text.Contains("head"), isRoot = text.Contains("root") }; } } private void Start() { RebuildBones(); } private void LateUpdate() { if (!skinnedMeshRenderer) { return; } age += Time.deltaTime; for (int i = 0; i < bones.Length; i++) { BoneInfo boneInfo = bones[i]; if (!boneInfo.isRoot) { float num = age * perlinNoiseFrequency; float num2 = i; Vector3 value = new Vector3(Mathf.PerlinNoise(num, num2), Mathf.PerlinNoise(num + 4f, num2 + 3f), Mathf.PerlinNoise(num + 6f, num2 - 7f)); value = HGMath.Remap(value, perlinNoiseMinimumCutoff, perlinNoiseMaximumCutoff, -1f, 1f); value = HGMath.Clamp(value, 0f, 1f); value *= perlinNoiseStrength; if (headBonusStrength >= 0f && boneInfo.isHead) { value *= headBonusStrength; } boneInfo.transform.rotation *= Quaternion.Euler(value); } } } }