rise-and-swine/Assets/Scripts/Assembly-CSharp/PointLightMask.cs

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2023-02-25 23:04:03 -05:00
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class PointLightMask : MonoBehaviour
{
protected void Awake()
{
this.meshFilter = base.GetComponent<MeshFilter>();
this.mesh = this.meshFilter.mesh;
}
public virtual void UpdateMesh()
{
this.radius = 1f;
if (this.border != null)
{
this.borderMesh = this.border.GetComponent<MeshFilter>().mesh;
}
if (this.mesh.vertices.Length != this.vertexCount + 1 || this.radius != this.lastRadius)
{
this.mesh.Clear();
this.newVertices = new Vector3[this.vertexCount + 1];
this.newVertices[0] = Vector3.zero;
this.newTriangles = new int[(this.vertexCount - 1) * 3 + 3];
int num = 1;
for (int i = 0; i < this.newTriangles.Length; i += 3)
{
this.newTriangles[i] = 0;
this.newTriangles[i + 1] = num + 1;
this.newTriangles[i + 2] = num;
if (i >= (this.vertexCount - 1) * 3)
{
this.newTriangles[i] = 0;
this.newTriangles[i + 1] = 1;
this.newTriangles[i + 2] = num;
}
else
{
num++;
}
}
for (int j = 0; j < this.vertexCount; j++)
{
float f = 6.28318548f / (float)this.vertexCount * (float)j;
float x = this.newVertices[0].x + this.radius * Mathf.Cos(f);
float y = this.newVertices[0].y + this.radius * Mathf.Sin(f);
this.newVertices[j + 1] = new Vector3(x, y);
}
this.newUV = new Vector2[this.newVertices.Length];
for (int k = 0; k < this.newUV.Length; k++)
{
this.newUV[k] = new Vector2(this.newVertices[k].x, this.newVertices[k].y);
}
if (this.border != null)
{
this.borderVertices = new Vector3[this.vertexCount + 1];
this.borderTriangles = new int[(this.vertexCount - 1) * 3 + 3];
num = 1;
for (int l = 0; l < this.borderTriangles.Length; l += 3)
{
this.borderTriangles[l] = 0;
this.borderTriangles[l + 1] = num + 1;
this.borderTriangles[l + 2] = num;
if (l >= (this.vertexCount - 1) * 3)
{
this.borderTriangles[l] = 0;
this.borderTriangles[l + 1] = 1;
this.borderTriangles[l + 2] = num;
}
else
{
num++;
}
}
for (int m = 0; m < this.borderVertices.Length; m++)
{
this.borderVertices[m] = this.newVertices[m];
}
this.borderUV = new Vector2[this.borderVertices.Length];
for (int n = 0; n < this.borderUV.Length; n++)
{
this.borderUV[n] = new Vector2(this.borderVertices[n].x, this.borderVertices[n].y);
}
this.borderMesh.vertices = this.borderVertices;
this.borderMesh.uv = this.borderUV;
this.borderMesh.triangles = this.borderTriangles;
this.borderMesh.RecalculateNormals();
this.borderMesh.RecalculateBounds();
}
this.mesh.vertices = this.newVertices;
this.mesh.uv = this.newUV;
this.mesh.triangles = this.newTriangles;
this.mesh.RecalculateNormals();
this.mesh.RecalculateBounds();
this.lastRadius = this.radius;
}
}
public LightType lightType;
public Transform lightSource;
public GameObject border;
public float radius = 1f;
public int vertexCount = 100;
public float borderWidth = 0.3f;
[HideInInspector]
public MeshFilter meshFilter;
[HideInInspector]
public float colliderSize;
protected float lastRadius;
protected Mesh mesh;
protected Mesh borderMesh;
protected Vector3[] newVertices;
protected Vector2[] newUV;
protected int[] newTriangles;
protected Vector3[] borderVertices;
protected Vector2[] borderUV;
protected int[] borderTriangles;
public enum LightType
{
PointLight,
BeamLight
}
}