r2mods/ilspy_dump/ror2_csproj/RoR2/TemporaryOverlayInstance.cs

152 lines
2.6 KiB
C#

using UnityEngine;
namespace RoR2;
public class TemporaryOverlayInstance
{
public GameObject gameObject;
public int managerIndex;
private TemporaryOverlay _componentReference;
public bool hasComponentReference;
public Material originalMaterial;
public Material materialInstance;
private bool isAssigned;
public CharacterModel assignedCharacterModel;
public CharacterModel inspectorCharacterModel;
public bool animateShaderAlpha;
public AnimationCurve alphaCurve;
public float duration;
public bool destroyComponentOnEnd;
public bool destroyObjectOnEnd;
public GameObject destroyEffectPrefab;
public string destroyEffectChildString;
public float stopwatch;
public bool initialized;
public bool transmit = true;
public TemporaryOverlay componentReference
{
get
{
return _componentReference;
}
set
{
_componentReference = value;
hasComponentReference = hasComponentReference || _componentReference != null;
}
}
public TemporaryOverlayInstance(GameObject _gameObject)
{
gameObject = _gameObject;
}
public void Start()
{
if (!initialized)
{
SetupMaterial();
if ((bool)inspectorCharacterModel)
{
AddToCharacterModel(inspectorCharacterModel);
}
}
}
internal bool ValidateOverlay()
{
if (gameObject != null)
{
if (hasComponentReference)
{
return componentReference != null;
}
return true;
}
return false;
}
public void Destroy()
{
CleanupEffect();
}
public void CleanupEffect()
{
RemoveFromCharacterModel();
if ((bool)materialInstance)
{
Object.Destroy(materialInstance);
}
if (!destroyObjectOnEnd && !destroyComponentOnEnd)
{
return;
}
if (hasComponentReference && componentReference != null)
{
componentReference.DestroyInstanceReference();
if (destroyComponentOnEnd)
{
Object.Destroy(componentReference);
}
}
componentReference = null;
if (destroyObjectOnEnd && gameObject != null)
{
Object.Destroy(gameObject);
}
gameObject = null;
}
public void SetupMaterial()
{
if (!materialInstance)
{
materialInstance = new Material(originalMaterial);
}
}
public void AddToCharacterModel(CharacterModel characterModel)
{
SetupMaterial();
if ((bool)characterModel)
{
characterModel.AddTempOverlay(this);
characterModel.forceUpdate = true;
isAssigned = true;
assignedCharacterModel = characterModel;
}
initialized = true;
}
public void RemoveFromCharacterModel()
{
if ((bool)assignedCharacterModel)
{
assignedCharacterModel.RemoveTempOverlay(this);
assignedCharacterModel.forceUpdate = true;
isAssigned = false;
assignedCharacterModel = null;
}
}
}