LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/DigitalRuby/ThunderAndLightning/LightningParticleSpellScript.cs

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2023-12-22 22:51:17 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace DigitalRuby.ThunderAndLightning
{
public class LightningParticleSpellScript : LightningSpellScript, ICollisionHandler
{
[Header("Particle system")]
public ParticleSystem ParticleSystem;
[Tooltip("Particle system collision interval. This time must elapse before another collision will be registered.")]
public float CollisionInterval;
protected float collisionTimer;
[HideInInspector]
public Action<GameObject, List<ParticleCollisionEvent>, int> CollisionCallback;
[Header("Particle Light Properties")]
[Tooltip("Whether to enable point lights for the particles")]
public bool EnableParticleLights = true;
[SingleLineClamp("Possible range for particle lights", 0.001, 100.0)]
public RangeOfFloats ParticleLightRange = new RangeOfFloats
{
Minimum = 2f,
Maximum = 5f
};
[SingleLineClamp("Possible range of intensity for particle lights", 0.009999999776482582, 8.0)]
public RangeOfFloats ParticleLightIntensity = new RangeOfFloats
{
Minimum = 0.2f,
Maximum = 0.3f
};
[Tooltip("Possible range of colors for particle lights")]
public Color ParticleLightColor1 = Color.white;
[Tooltip("Possible range of colors for particle lights")]
public Color ParticleLightColor2 = Color.white;
[Tooltip("The culling mask for particle lights")]
public LayerMask ParticleLightCullingMask = -1;
private ParticleSystem.Particle[] particles = new ParticleSystem.Particle[512];
private readonly List<GameObject> particleLights = new List<GameObject>();
private void PopulateParticleLight(Light src)
{
src.bounceIntensity = 0f;
src.type = LightType.Point;
src.shadows = LightShadows.None;
src.color = new Color(UnityEngine.Random.Range(ParticleLightColor1.r, ParticleLightColor2.r), UnityEngine.Random.Range(ParticleLightColor1.g, ParticleLightColor2.g), UnityEngine.Random.Range(ParticleLightColor1.b, ParticleLightColor2.b), 1f);
src.cullingMask = ParticleLightCullingMask;
src.intensity = UnityEngine.Random.Range(ParticleLightIntensity.Minimum, ParticleLightIntensity.Maximum);
src.range = UnityEngine.Random.Range(ParticleLightRange.Minimum, ParticleLightRange.Maximum);
}
private void UpdateParticleLights()
{
if (EnableParticleLights)
{
int num = ParticleSystem.GetParticles(particles);
while (particleLights.Count < num)
{
GameObject gameObject = new GameObject("LightningParticleSpellLight");
gameObject.hideFlags = HideFlags.HideAndDontSave;
PopulateParticleLight(gameObject.AddComponent<Light>());
particleLights.Add(gameObject);
}
while (particleLights.Count > num)
{
UnityEngine.Object.Destroy(particleLights[particleLights.Count - 1]);
particleLights.RemoveAt(particleLights.Count - 1);
}
for (int i = 0; i < num; i++)
{
particleLights[i].transform.position = particles[i].position;
}
}
}
private void UpdateParticleSystems()
{
if (EmissionParticleSystem != null && EmissionParticleSystem.isPlaying)
{
EmissionParticleSystem.transform.position = SpellStart.transform.position;
EmissionParticleSystem.transform.forward = Direction;
}
if (ParticleSystem != null)
{
if (ParticleSystem.isPlaying)
{
ParticleSystem.transform.position = SpellStart.transform.position;
ParticleSystem.transform.forward = Direction;
}
UpdateParticleLights();
}
}
protected override void OnDestroy()
{
base.OnDestroy();
foreach (GameObject particleLight in particleLights)
{
UnityEngine.Object.Destroy(particleLight);
}
}
protected override void Start()
{
base.Start();
}
protected override void Update()
{
base.Update();
UpdateParticleSystems();
collisionTimer -= LightningBoltScript.DeltaTime;
}
protected override void OnCastSpell()
{
if (ParticleSystem != null)
{
ParticleSystem.Play();
UpdateParticleSystems();
}
}
protected override void OnStopSpell()
{
if (ParticleSystem != null)
{
ParticleSystem.Stop();
}
}
void ICollisionHandler.HandleCollision(GameObject obj, List<ParticleCollisionEvent> collisions, int collisionCount)
{
if (collisionTimer <= 0f)
{
collisionTimer = CollisionInterval;
PlayCollisionSound(collisions[0].intersection);
ApplyCollisionForce(collisions[0].intersection);
if (CollisionCallback != null)
{
CollisionCallback(obj, collisions, collisionCount);
}
}
}
}
}