96 lines
2.6 KiB
C#
96 lines
2.6 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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namespace RoR2;
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public class ItemDisplay : MonoBehaviour
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{
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public CharacterModel.RendererInfo[] rendererInfos;
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public GameObject[] hideOnDeathObjects;
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private VisibilityLevel visibilityLevel = VisibilityLevel.Visible;
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private bool isDead;
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public VisibilityLevel GetVisibilityLevel()
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{
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return visibilityLevel;
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}
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public void SetVisibilityLevel(VisibilityLevel newVisibilityLevel)
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{
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if (visibilityLevel == newVisibilityLevel)
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{
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return;
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}
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visibilityLevel = newVisibilityLevel;
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switch (visibilityLevel)
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{
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case VisibilityLevel.Invisible:
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{
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for (int l = 0; l < rendererInfos.Length; l++)
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{
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CharacterModel.RendererInfo rendererInfo4 = rendererInfos[l];
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rendererInfo4.renderer.enabled = false;
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rendererInfo4.renderer.shadowCastingMode = ShadowCastingMode.Off;
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}
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break;
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}
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case VisibilityLevel.Cloaked:
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{
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for (int j = 0; j < rendererInfos.Length; j++)
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{
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CharacterModel.RendererInfo rendererInfo2 = rendererInfos[j];
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rendererInfo2.renderer.enabled = !rendererInfo2.ignoreOverlays && (!isDead || !rendererInfo2.hideOnDeath);
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rendererInfo2.renderer.shadowCastingMode = ShadowCastingMode.Off;
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rendererInfo2.renderer.material = CharacterModel.cloakedMaterial;
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}
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break;
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}
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case VisibilityLevel.Revealed:
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{
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for (int k = 0; k < rendererInfos.Length; k++)
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{
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CharacterModel.RendererInfo rendererInfo3 = rendererInfos[k];
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rendererInfo3.renderer.enabled = !rendererInfo3.ignoreOverlays && (!isDead || !rendererInfo3.hideOnDeath);
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rendererInfo3.renderer.shadowCastingMode = ShadowCastingMode.Off;
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rendererInfo3.renderer.material = CharacterModel.revealedMaterial;
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}
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break;
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}
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case VisibilityLevel.Visible:
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{
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for (int i = 0; i < rendererInfos.Length; i++)
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{
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CharacterModel.RendererInfo rendererInfo = rendererInfos[i];
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bool flag = !isDead || !rendererInfo.hideOnDeath;
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rendererInfo.renderer.enabled = flag;
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rendererInfo.renderer.shadowCastingMode = ((!flag) ? ShadowCastingMode.On : ShadowCastingMode.Off);
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rendererInfo.renderer.material = rendererInfo.defaultMaterial;
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}
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break;
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}
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}
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}
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public void OnDeath()
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{
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isDead = true;
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for (int i = 0; i < rendererInfos.Length; i++)
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{
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CharacterModel.RendererInfo rendererInfo = rendererInfos[i];
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if (rendererInfo.hideOnDeath)
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{
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rendererInfo.renderer.enabled = false;
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rendererInfo.renderer.shadowCastingMode = ShadowCastingMode.Off;
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}
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}
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GameObject[] array = hideOnDeathObjects;
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for (int j = 0; j < array.Length; j++)
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{
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array[j].SetActive(value: false);
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}
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}
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}
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