using System;
using System.Collections.Generic;
using UnityEngine;

// Token: 0x020000E6 RID: 230
[RequireComponent(typeof(LineRenderer))]
public class LineWaveCollider : MonoBehaviour
{
	// Token: 0x06001510 RID: 5392 RVA: 0x001965EC File Offset: 0x001947EC
	private void Awake()
	{
		this.lrComp = base.GetComponent<LineRenderer>();
		this.lrComp.useWorldSpace = false;
		this.lrComp.material = this.traceMaterial;
		this.linePositions = new List<Vector3>();
		this.colliders = new List<GameObject>();
		this.Colliders = new GameObject("Colliders");
		this.Colliders.transform.parent = base.transform;
		this.colliderGO = new GameObject("col");
		this.colliderGO.transform.position = base.transform.position;
		this.colliderGO.transform.parent = this.Colliders.transform;
	}

	// Token: 0x06001511 RID: 5393 RVA: 0x001966A4 File Offset: 0x001948A4
	private void Update()
	{
		this.lrComp.startWidth = this.traceWidth;
		this.lrComp.endWidth = this.traceWidth;
		base.gameObject.transform.localScale = Vector3.one;
		if (this.targetOptional != null)
		{
			this.origin = LineWaveCollider.Origins.Start;
			this.lengh = (base.transform.position - this.targetOptional.transform.position).magnitude;
			base.transform.LookAt(this.targetOptional.transform.position);
			base.transform.Rotate(this.altRotation, -90f, 0f);
		}
		if (this.warpRandom <= 0f)
		{
			this.warpRandom = 0f;
		}
		if (this.size <= 2)
		{
			this.size = 2;
		}
		this.lrComp.positionCount = this.size;
		if (this.ampByFreq)
		{
			this.ampT = Mathf.Sin(this.freq * 3.1415927f);
		}
		else
		{
			this.ampT = 1f;
		}
		this.ampT *= this.amp;
		if (this.warp && this.warpInvert)
		{
			this.ampT /= 2f;
		}
		foreach (GameObject gameObject in this.colliders)
		{
			Object.Destroy(gameObject);
		}
		this.linePositions.Clear();
		this.colliders.Clear();
		for (int i = 0; i < this.size; i++)
		{
			this.angle = 6.2831855f / (float)this.size * (float)i * this.freq;
			if (this.centered)
			{
				this.angle -= this.freq * 3.1415927f;
				if (this.centCrest)
				{
					this.angle -= 1.5707964f;
				}
			}
			else
			{
				this.centCrest = false;
			}
			this.walkShift -= (double)(this.walkAuto / (float)this.size * Time.deltaTime);
			this.angle += (float)this.walkShift - this.walkManual;
			this.sinAngle = Mathf.Sin(this.angle);
			if (this.spiral)
			{
				this.sinAngleZ = Mathf.Cos(this.angle);
			}
			else
			{
				this.sinAngleZ = 0f;
			}
			if (this.origin == LineWaveCollider.Origins.Start)
			{
				this.start = 0f;
			}
			else
			{
				this.start = this.lengh / 2f;
			}
			if (this.warp)
			{
				this.warpT = (float)(this.size - i);
				this.warpT /= (float)this.size;
				this.warpT = Mathf.Sin(3.1415927f * this.warpT * (this.warpRandom + 1f));
				if (this.warpInvert)
				{
					this.warpT = 1f / this.warpT;
				}
				this.linePositions.Add(new Vector3(this.lengh / (float)this.size * (float)i - this.start, this.sinAngle * this.ampT * this.warpT, this.sinAngleZ * this.ampT * this.warpT));
			}
			else
			{
				this.linePositions.Add(new Vector3(this.lengh / (float)this.size * (float)i - this.start, this.sinAngle * this.ampT, this.sinAngleZ * this.ampT));
				this.warpInvert = false;
			}
			if (i == 1)
			{
				this.posVtx2 = new Vector3(this.lengh / (float)this.size * (float)i - this.start, this.sinAngle * this.ampT * this.warpT, this.sinAngleZ * this.ampT * this.warpT);
			}
			if (i == this.size - 1)
			{
				this.posVtxSizeMinusOne = new Vector3(this.lengh / (float)this.size * (float)i - this.start, this.sinAngle * this.ampT * this.warpT, this.sinAngleZ * this.ampT * this.warpT);
			}
		}
		LineWaveCollider.WaveColliders waveColliders = this.waveCollider;
		if (waveColliders != LineWaveCollider.WaveColliders.Box)
		{
			if (waveColliders == LineWaveCollider.WaveColliders.Sphere)
			{
				this.colType = typeof(SphereCollider);
			}
		}
		else
		{
			this.colType = typeof(BoxCollider);
		}
		if (this.colliderGO.GetComponent(this.colType) == null)
		{
			Object.Destroy(this.colliderGO.GetComponent(typeof(Collider)));
			this.colliderGO.AddComponent(this.colType);
		}
		this.colliderGO.SetActive(true);
		this.colliderGO.transform.localScale = new Vector3(this.colliderSize, this.colliderSize, this.colliderSize);
		this.collidersGap = Mathf.Clamp(this.collidersGap, 1, 20);
		for (int j = 0; j < this.linePositions.Count; j++)
		{
			this.lrComp.SetPosition(j, this.linePositions[j]);
			if (j % this.collidersGap == 0)
			{
				GameObject gameObject2 = Object.Instantiate<GameObject>(this.colliderGO);
				gameObject2.transform.parent = this.Colliders.transform;
				if (this.targetOptional)
				{
					gameObject2.transform.position = Vector3.Lerp(base.gameObject.transform.position, this.targetOptional.transform.position, (float)j / (float)this.linePositions.Count);
					gameObject2.transform.Translate(0f, this.linePositions[j].y, this.linePositions[j].z, base.gameObject.transform);
				}
				else
				{
					gameObject2.transform.position = base.gameObject.transform.position;
					gameObject2.transform.Translate(this.linePositions[j].x, this.linePositions[j].y, this.linePositions[j].z, base.gameObject.transform);
				}
				gameObject2.transform.rotation = base.gameObject.transform.rotation;
				this.colliders.Add(gameObject2);
			}
		}
		this.colliderGO.SetActive(false);
		if (this.warpInvert)
		{
			this.lrComp.SetPosition(0, this.posVtx2);
			this.lrComp.SetPosition(this.size - 1, this.posVtxSizeMinusOne);
		}
	}

	// Token: 0x040024CA RID: 9418
	private float ampT;

	// Token: 0x040024CB RID: 9419
	public Material traceMaterial;

	// Token: 0x040024CC RID: 9420
	public float traceWidth = 0.3f;

	// Token: 0x040024CD RID: 9421
	public GameObject targetOptional;

	// Token: 0x040024CE RID: 9422
	public float altRotation;

	// Token: 0x040024CF RID: 9423
	public LineWaveCollider.Origins origin;

	// Token: 0x040024D0 RID: 9424
	public int size = 300;

	// Token: 0x040024D1 RID: 9425
	public float lengh = 10f;

	// Token: 0x040024D2 RID: 9426
	public float freq = 2.5f;

	// Token: 0x040024D3 RID: 9427
	public float amp = 1f;

	// Token: 0x040024D4 RID: 9428
	public bool ampByFreq;

	// Token: 0x040024D5 RID: 9429
	public bool centered = true;

	// Token: 0x040024D6 RID: 9430
	public bool centCrest = true;

	// Token: 0x040024D7 RID: 9431
	public bool warp = true;

	// Token: 0x040024D8 RID: 9432
	public bool warpInvert;

	// Token: 0x040024D9 RID: 9433
	public float warpRandom;

	// Token: 0x040024DA RID: 9434
	public float walkManual;

	// Token: 0x040024DB RID: 9435
	public float walkAuto;

	// Token: 0x040024DC RID: 9436
	public bool spiral;

	// Token: 0x040024DD RID: 9437
	private float start;

	// Token: 0x040024DE RID: 9438
	private float warpT;

	// Token: 0x040024DF RID: 9439
	private float angle;

	// Token: 0x040024E0 RID: 9440
	private float sinAngle;

	// Token: 0x040024E1 RID: 9441
	private float sinAngleZ;

	// Token: 0x040024E2 RID: 9442
	private double walkShift;

	// Token: 0x040024E3 RID: 9443
	private Vector3 posVtx2;

	// Token: 0x040024E4 RID: 9444
	private Vector3 posVtxSizeMinusOne;

	// Token: 0x040024E5 RID: 9445
	private LineRenderer lrComp;

	// Token: 0x040024E6 RID: 9446
	private List<Vector3> linePositions;

	// Token: 0x040024E7 RID: 9447
	public LineWaveCollider.WaveColliders waveCollider;

	// Token: 0x040024E8 RID: 9448
	private List<GameObject> colliders;

	// Token: 0x040024E9 RID: 9449
	private GameObject Colliders;

	// Token: 0x040024EA RID: 9450
	private GameObject colliderGO;

	// Token: 0x040024EB RID: 9451
	private Type colType;

	// Token: 0x040024EC RID: 9452
	public float colliderSize = 0.2f;

	// Token: 0x040024ED RID: 9453
	public int collidersGap = 5;

	// Token: 0x02000264 RID: 612
	public enum Origins
	{
		// Token: 0x040034A6 RID: 13478
		Start,
		// Token: 0x040034A7 RID: 13479
		Middle
	}

	// Token: 0x02000265 RID: 613
	public enum WaveColliders
	{
		// Token: 0x040034A9 RID: 13481
		Box,
		// Token: 0x040034AA RID: 13482
		Sphere
	}
}
