r2mods/ilspy_dump/ror2_csproj/RoR2/ShakeEmitter.cs

215 lines
5.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace RoR2;
public class ShakeEmitter : MonoBehaviour
{
public struct MotorBias
{
public float deepLeftBias;
public float quickRightBias;
}
private static readonly List<ShakeEmitter> instances = new List<ShakeEmitter>();
[Tooltip("Whether or not to begin shaking as soon as this instance becomes active.")]
public bool shakeOnStart = true;
[Tooltip("Whether or not to begin shaking every time this instance is enabled.")]
public bool shakeOnEnable;
[Tooltip("The wave description of this motion.")]
public Wave wave = new Wave
{
amplitude = 1f,
frequency = 1f,
cycleOffset = 0f
};
[Tooltip("How long the shake lasts, in seconds.")]
public float duration = 1f;
[Tooltip("How far the wave reaches.")]
public float radius = 10f;
[Tooltip("Whether or not the radius should be multiplied with local scale.")]
public bool scaleShakeRadiusWithLocalScale;
[Tooltip("Whether or not the ampitude should decay with time.")]
public bool amplitudeTimeDecay = true;
private float stopwatch = float.PositiveInfinity;
private float halfPeriodTimer;
private Vector3 halfPeriodVector;
private Vector3 currentOffset;
private const float deepRumbleFactor = 5f;
public void StartShake()
{
stopwatch = 0f;
halfPeriodVector = Random.onUnitSphere;
halfPeriodTimer = wave.period * 0.5f;
}
private void Start()
{
if (scaleShakeRadiusWithLocalScale)
{
radius *= base.transform.localScale.x;
}
if (shakeOnStart)
{
StartShake();
}
}
private void OnEnable()
{
instances.Add(this);
if (shakeOnEnable)
{
StartShake();
}
}
private void OnDisable()
{
instances.Remove(this);
}
private void OnValidate()
{
if (wave.frequency == 0f)
{
wave.frequency = 1f;
}
}
[RuntimeInitializeOnLoadMethod]
private static void Init()
{
RoR2Application.onUpdate += UpdateAll;
}
public static void UpdateAll()
{
float deltaTime = Time.deltaTime;
if (deltaTime != 0f)
{
for (int i = 0; i < instances.Count; i++)
{
instances[i].ManualUpdate(deltaTime);
}
}
}
public float CurrentShakeFade()
{
if (!amplitudeTimeDecay)
{
return 1f;
}
return 1f - stopwatch / duration;
}
public void ManualUpdate(float deltaTime)
{
stopwatch += deltaTime;
if (stopwatch < duration)
{
float num = CurrentShakeFade();
halfPeriodTimer -= deltaTime;
if (halfPeriodTimer < 0f)
{
halfPeriodVector = Vector3.Slerp(Random.onUnitSphere, -halfPeriodVector, 0.5f);
halfPeriodTimer += wave.period * 0.5f;
}
currentOffset = halfPeriodVector * wave.Evaluate(halfPeriodTimer) * num;
}
else
{
currentOffset = Vector3.zero;
}
}
public static void ApplySpacialRumble(LocalUser localUser, Transform cameraTransform)
{
Vector3 right = cameraTransform.right;
Vector3 position = cameraTransform.position;
float num = 0f;
float num2 = 0f;
int i = 0;
for (int count = instances.Count; i < count; i++)
{
ShakeEmitter shakeEmitter = instances[i];
Vector3 position2 = shakeEmitter.transform.position;
float value = Vector3.Dot(position2 - position, right);
float sqrMagnitude = (position - position2).sqrMagnitude;
float num3 = shakeEmitter.radius;
float num4 = 0f;
if (sqrMagnitude < num3 * num3)
{
float num5 = 1f - Mathf.Sqrt(sqrMagnitude) / num3;
num4 = shakeEmitter.CurrentShakeFade() * shakeEmitter.wave.amplitude * num5;
}
float num6 = Mathf.Clamp01(Util.Remap(value, -1f, 1f, 0f, 1f));
float num7 = num4;
num += num7 * (1f - num6);
num2 += num7 * num6;
}
}
public static Vector3 ComputeTotalShakeAtPoint(Vector3 position)
{
Vector3 zero = Vector3.zero;
int i = 0;
for (int count = instances.Count; i < count; i++)
{
ShakeEmitter shakeEmitter = instances[i];
float sqrMagnitude = (position - shakeEmitter.transform.position).sqrMagnitude;
float num = shakeEmitter.radius;
if (sqrMagnitude < num * num)
{
float num2 = 1f - Mathf.Sqrt(sqrMagnitude) / num;
zero += shakeEmitter.currentOffset * num2;
}
}
return zero;
}
public static ShakeEmitter CreateSimpleShakeEmitter(Vector3 position, Wave wave, float duration, float radius, bool amplitudeTimeDecay)
{
if (wave.frequency == 0f)
{
wave.frequency = 1f;
}
GameObject obj = new GameObject("ShakeEmitter", typeof(ShakeEmitter), typeof(DestroyOnTimer));
ShakeEmitter component = obj.GetComponent<ShakeEmitter>();
DestroyOnTimer component2 = obj.GetComponent<DestroyOnTimer>();
obj.transform.position = position;
component.wave = wave;
component.duration = duration;
component.radius = radius;
component.amplitudeTimeDecay = amplitudeTimeDecay;
component2.duration = duration;
return component;
}
private void OnDrawGizmosSelected()
{
Matrix4x4 matrix = Gizmos.matrix;
Color color = Gizmos.color;
Gizmos.matrix = Matrix4x4.TRS(base.transform.position, base.transform.rotation, Vector3.one);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(Vector3.zero, radius);
Gizmos.color = color;
Gizmos.matrix = matrix;
}
}