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using System;
using UnityEngine;
public class Wire : MonoBehaviour
{
public Vector2 BaseWorldPos { get; internal set; }
private const int WireDepth = -14;
public SpriteRenderer Liner;
public SpriteRenderer ColorBase;
public SpriteRenderer ColorEnd;
public Collider2D hitbox;
public SpriteRenderer WireTip;
public sbyte WireId;
public void Start()
{
this.BaseWorldPos = base.transform.position;
}
public void ResetLine(Vector3 targetWorldPos, bool reset = false)
{
if (reset)
{
this.Liner.transform.localScale = new Vector3(0f, 0f, 0f);
this.WireTip.transform.eulerAngles = Vector3.zero;
this.WireTip.transform.position = base.transform.position;
return;
}
Vector2 vector = targetWorldPos - base.transform.position;
Vector2 normalized = vector.normalized;
Vector3 localPosition = default(Vector3);
localPosition = vector - normalized * 0.075f;
localPosition.z = -0.01f;
this.WireTip.transform.localPosition = localPosition;
float magnitude = vector.magnitude;
this.Liner.transform.localScale = new Vector3(magnitude, 1f, 1f);
this.Liner.transform.localPosition = vector / 2f;
this.WireTip.transform.LookAt2d(targetWorldPos);
this.Liner.transform.localEulerAngles = new Vector3(0f, 0f, Vector2.SignedAngle(Vector2.right, vector));
}
public void ConnectRight(WireNode node)
{
Vector3 position = node.transform.position;
this.ResetLine(position, false);
}
public void SetColor(Color color)
{
this.Liner.material.SetColor("_Color", color);
this.ColorBase.color = color;
this.ColorEnd.color = color;
}
}
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