r2mods/ilspy_dump/ror2_csproj/RoR2/JitterBones.cs

104 lines
2.0 KiB
C#

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<BoneInfo>();
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<BoneInfo>();
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);
}
}
}
}