91 lines
1.9 KiB
C#
91 lines
1.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace RoR2;
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public class DitherModel : MonoBehaviour
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{
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[HideInInspector]
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public float fade = 1f;
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public float oldFade = 1f;
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public Collider bounds;
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public Renderer[] renderers;
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private MaterialPropertyBlock propertyStorage;
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private static List<DitherModel> instancesList;
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static DitherModel()
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{
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instancesList = new List<DitherModel>();
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SceneCamera.onSceneCameraPreRender += OnSceneCameraPreRender;
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}
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private static void OnSceneCameraPreRender(SceneCamera sceneCamera)
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{
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if ((bool)sceneCamera.cameraRigController)
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{
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RefreshObstructorsForCamera(sceneCamera.cameraRigController);
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}
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}
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private static void RefreshObstructorsForCamera(CameraRigController cameraRigController)
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{
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Vector3 position = cameraRigController.transform.position;
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for (int i = 0; i < instancesList.Count; i++)
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{
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DitherModel ditherModel = instancesList[i];
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if ((bool)ditherModel.bounds)
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{
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Vector3 a = ditherModel.bounds.ClosestPointOnBounds(position);
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if (cameraRigController.enableFading)
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{
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ditherModel.fade = Mathf.Clamp01(Util.Remap(Vector3.Distance(a, position), cameraRigController.fadeStartDistance, cameraRigController.fadeEndDistance, 0f, 1f));
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}
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else
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{
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ditherModel.fade = 1f;
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}
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ditherModel.UpdateDither();
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}
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else
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{
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Debug.LogFormat("{0} has missing collider for dither model", ditherModel.gameObject);
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}
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}
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}
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private void UpdateDither()
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{
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if (fade != oldFade)
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{
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for (int num = renderers.Length - 1; num >= 0; num--)
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{
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Renderer obj = renderers[num];
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obj.GetPropertyBlock(propertyStorage);
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propertyStorage.SetFloat("_Fade", fade);
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obj.SetPropertyBlock(propertyStorage);
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}
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}
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oldFade = fade;
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}
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private void Awake()
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{
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propertyStorage = new MaterialPropertyBlock();
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}
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private void OnEnable()
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{
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instancesList.Add(this);
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}
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private void OnDisable()
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{
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instancesList.Remove(this);
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}
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}
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