100 lines
1.7 KiB
C#
100 lines
1.7 KiB
C#
using UnityEngine;
|
|
|
|
namespace RoR2;
|
|
|
|
public class TemporaryVisualEffect : MonoBehaviour
|
|
{
|
|
public enum VisualState
|
|
{
|
|
Enter,
|
|
Exit
|
|
}
|
|
|
|
public float radius = 1f;
|
|
|
|
public Transform parentTransform;
|
|
|
|
public Transform visualTransform;
|
|
|
|
public MonoBehaviour[] enterComponents;
|
|
|
|
public MonoBehaviour[] exitComponents;
|
|
|
|
public VisualState visualState;
|
|
|
|
private VisualState previousVisualState;
|
|
|
|
[HideInInspector]
|
|
public HealthComponent healthComponent;
|
|
|
|
private void Start()
|
|
{
|
|
RebuildVisualComponents();
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
if (previousVisualState != visualState)
|
|
{
|
|
RebuildVisualComponents();
|
|
}
|
|
previousVisualState = visualState;
|
|
}
|
|
|
|
private void RebuildVisualComponents()
|
|
{
|
|
switch (visualState)
|
|
{
|
|
case VisualState.Enter:
|
|
{
|
|
MonoBehaviour[] array = enterComponents;
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
array[i].enabled = true;
|
|
}
|
|
array = exitComponents;
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
array[i].enabled = false;
|
|
}
|
|
break;
|
|
}
|
|
case VisualState.Exit:
|
|
{
|
|
MonoBehaviour[] array = enterComponents;
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
array[i].enabled = false;
|
|
}
|
|
array = exitComponents;
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
array[i].enabled = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
bool flag = healthComponent;
|
|
if ((bool)parentTransform)
|
|
{
|
|
base.transform.position = parentTransform.position;
|
|
}
|
|
else
|
|
{
|
|
Object.Destroy(base.gameObject);
|
|
}
|
|
if (!flag || (flag && !healthComponent.alive))
|
|
{
|
|
visualState = VisualState.Exit;
|
|
}
|
|
if ((bool)visualTransform)
|
|
{
|
|
visualTransform.localScale = new Vector3(radius, radius, radius);
|
|
}
|
|
}
|
|
}
|