diff options
Diffstat (limited to 'Client/Assembly-CSharp/Effects.cs')
-rw-r--r-- | Client/Assembly-CSharp/Effects.cs | 248 |
1 files changed, 248 insertions, 0 deletions
diff --git a/Client/Assembly-CSharp/Effects.cs b/Client/Assembly-CSharp/Effects.cs new file mode 100644 index 0000000..56b3efe --- /dev/null +++ b/Client/Assembly-CSharp/Effects.cs @@ -0,0 +1,248 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public static class Effects +{ + private static HashSet<Transform> activeShakes = new HashSet<Transform>(); + + public static IEnumerator Wait(float duration) + { + for (float t = 0f; t < duration; t += Time.deltaTime) + { + yield return null; + } + yield break; + } + + public static IEnumerator All(params IEnumerator[] items) + { + Stack<IEnumerator>[] enums = new Stack<IEnumerator>[items.Length]; + for (int i = 0; i < items.Length; i++) + { + enums[i] = new Stack<IEnumerator>(); + enums[i].Push(items[i]); + } + int num; + for (int cap = 0; cap < 100000; cap = num) + { + bool flag = false; + for (int j = 0; j < enums.Length; j++) + { + if (enums[j].Count > 0) + { + flag = true; + IEnumerator enumerator = enums[j].Peek(); + if (enumerator.MoveNext()) + { + if (enumerator.Current is IEnumerator) + { + enums[j].Push((IEnumerator)enumerator.Current); + } + } + else + { + enums[j].Pop(); + } + } + } + if (!flag) + { + break; + } + yield return null; + num = cap + 1; + } + yield break; + } + + internal static IEnumerator ScaleIn(Transform self, float source, float target, float duration) + { + if (!self) + { + yield break; + } + Vector3 localScale = default(Vector3); + for (float t = 0f; t < duration; t += Time.deltaTime) + { + localScale.x = (localScale.y = (localScale.z = Mathf.SmoothStep(source, target, t / duration))); + self.localScale = localScale; + yield return null; + } + localScale.z = target; + localScale.y = target; + localScale.x = target; + self.localScale = localScale; + yield break; + } + + internal static IEnumerator CycleColors(SpriteRenderer self, Color source, Color target, float rate, float duration) + { + if (!self) + { + yield break; + } + self.enabled = true; + for (float t = 0f; t < duration; t += Time.deltaTime) + { + float t2 = Mathf.Sin(t * 3.1415927f / rate) / 2f + 0.5f; + self.color = Color.Lerp(source, target, t2); + yield return null; + } + self.color = source; + yield break; + } + + internal static IEnumerator PulseColor(SpriteRenderer self, Color source, Color target, float duration = 0.5f) + { + if (!self) + { + yield break; + } + self.enabled = true; + for (float t = 0f; t < duration; t += Time.deltaTime) + { + self.color = Color.Lerp(target, source, t / duration); + yield return null; + } + self.color = source; + yield break; + } + + internal static IEnumerator PulseColor(TextRenderer self, Color source, Color target, float duration = 0.5f) + { + if (!self) + { + yield break; + } + for (float t = 0f; t < duration; t += Time.deltaTime) + { + self.Color = Color.Lerp(target, source, t / duration); + yield return null; + } + self.Color = source; + yield break; + } + + public static IEnumerator ColorFade(SpriteRenderer self, Color source, Color target, float duration) + { + if (!self) + { + yield break; + } + self.enabled = true; + for (float t = 0f; t < duration; t += Time.deltaTime) + { + self.color = Color.Lerp(source, target, t / duration); + yield return null; + } + self.color = target; + yield break; + } + + public static IEnumerator Rotate2D(Transform target, float source, float dest, float duration = 0.75f) + { + Vector3 temp = target.localEulerAngles; + for (float time = 0f; time < duration; time += Time.deltaTime) + { + float t = time / duration; + temp.z = Mathf.SmoothStep(source, dest, t); + target.localEulerAngles = temp; + yield return null; + } + temp.z = dest; + target.localEulerAngles = temp; + yield break; + } + + public static IEnumerator Slide2D(Transform target, Vector2 source, Vector2 dest, float duration = 0.75f) + { + Vector3 temp = default(Vector3); + temp.z = target.localPosition.z; + for (float time = 0f; time < duration; time += Time.deltaTime) + { + float t = time / duration; + temp.x = Mathf.SmoothStep(source.x, dest.x, t); + temp.y = Mathf.SmoothStep(source.y, dest.y, t); + target.localPosition = temp; + yield return null; + } + temp.x = dest.x; + temp.y = dest.y; + target.localPosition = temp; + yield break; + } + + public static IEnumerator Bounce(Transform target, float duration = 0.3f, float height = 0.15f) + { + if (!target) + { + yield break; + } + Vector3 origin = target.localPosition; + Vector3 temp = origin; + for (float timer = 0f; timer < duration; timer += Time.deltaTime) + { + float num = timer / duration; + float num2 = 1f - num; + temp.y = origin.y + height * Mathf.Abs(Mathf.Sin(num * 3.1415927f * 3f)) * num2; + if (!target) + { + yield break; + } + target.localPosition = temp; + yield return null; + } + if (target) + { + target.transform.localPosition = origin; + } + yield break; + } + + public static IEnumerator Shake(Transform target, float duration = 0.75f, float halfWidth = 0.25f) + { + if (Effects.activeShakes.Add(target)) + { + Vector3 origin = target.localPosition; + for (float timer = 0f; timer < duration; timer += Time.deltaTime) + { + float num = timer / duration; + target.localPosition = origin + Vector3.right * (halfWidth * Mathf.Sin(num * 30f) * (1f - num)); + yield return null; + } + target.transform.localPosition = origin; + Effects.activeShakes.Remove(target); + origin = default(Vector3); + } + yield break; + } + + public static IEnumerator Bloop(float delay, Transform target, float duration = 0.5f) + { + for (float t = 0f; t < delay; t += Time.deltaTime) + { + yield return null; + } + Vector3 localScale = default(Vector3); + for (float t = 0f; t < duration; t += Time.deltaTime) + { + float z = Effects.ElasticOut(t, duration); + localScale.x = (localScale.y = (localScale.z = z)); + target.localScale = localScale; + yield return null; + } + localScale.x = (localScale.y = (localScale.z = 1f)); + target.localScale = localScale; + yield break; + } + + private static float ElasticOut(float time, float duration) + { + time /= duration; + float num = time * time; + float num2 = num * time; + return 33f * num2 * num + -106f * num * num + 126f * num2 + -67f * num + 15f * time; + } +} |