LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/DunGen/LocalPropSet.cs

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2023-12-22 22:51:17 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace DunGen
{
[AddComponentMenu("DunGen/Random Props/Local Prop Set")]
public class LocalPropSet : RandomProp
{
private static readonly Dictionary<LocalPropSetCountMode, GetPropCountDelegate> GetCountMethods;
[AcceptGameObjectTypes(GameObjectFilter.Scene)]
public GameObjectChanceTable Props = new GameObjectChanceTable();
public IntRange PropCount = new IntRange(1, 1);
public LocalPropSetCountMode CountMode;
public AnimationCurve CountDepthCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public override void Process(RandomStream randomStream, Tile tile)
{
GameObjectChanceTable gameObjectChanceTable = Props.Clone();
if (!GetCountMethods.TryGetValue(CountMode, out var value))
{
throw new NotImplementedException("LocalPropSet count mode \"" + CountMode.ToString() + "\" is not yet implemented");
}
int num = value(this, randomStream, tile);
List<GameObject> list = new List<GameObject>(num);
for (int i = 0; i < num; i++)
{
GameObjectChance random = gameObjectChanceTable.GetRandom(randomStream, tile.Placement.IsOnMainPath, tile.Placement.NormalizedDepth, null, allowImmediateRepeats: true, removeFromTable: true);
if (random != null && random.Value != null)
{
list.Add(random.Value);
}
}
foreach (GameObjectChance weight in Props.Weights)
{
if (!list.Contains(weight.Value))
{
UnityUtil.Destroy(weight.Value);
}
}
}
static LocalPropSet()
{
GetCountMethods = new Dictionary<LocalPropSetCountMode, GetPropCountDelegate>();
GetCountMethods[LocalPropSetCountMode.Random] = GetCountRandom;
GetCountMethods[LocalPropSetCountMode.DepthBased] = GetCountDepthBased;
GetCountMethods[LocalPropSetCountMode.DepthMultiply] = GetCountDepthMultiply;
}
private static int GetCountRandom(LocalPropSet propSet, RandomStream randomStream, Tile tile)
{
return Mathf.Clamp(propSet.PropCount.GetRandom(randomStream), 0, propSet.Props.Weights.Count);
}
private static int GetCountDepthBased(LocalPropSet propSet, RandomStream randomStream, Tile tile)
{
float t = Mathf.Clamp(propSet.CountDepthCurve.Evaluate(tile.Placement.NormalizedPathDepth), 0f, 1f);
return Mathf.RoundToInt(Mathf.Lerp(propSet.PropCount.Min, propSet.PropCount.Max, t));
}
private static int GetCountDepthMultiply(LocalPropSet propSet, RandomStream randomStream, Tile tile)
{
float num = Mathf.Clamp(propSet.CountDepthCurve.Evaluate(tile.Placement.NormalizedPathDepth), 0f, 1f);
return Mathf.RoundToInt((float)GetCountRandom(propSet, randomStream, tile) * num);
}
}
}