215 lines
5.0 KiB
C#
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;
|
|
}
|
|
}
|