Beispiel #1
0
    private void UpdateDisplacement(bool on)
    {
        Vector3 vector3  = new Vector3();
        Vector2 vector2  = new Vector2();
        Vector2 vector21 = new Vector2();
        Camera  camera;

        if (!on)
        {
            Shader.SetGlobalVector("_DisplacementWorldMin", Vector2.zero);
            Shader.SetGlobalVector("_DisplacementWorldMax", Vector2.zero);
            return;
        }
        FPGrassDisplacementCamera fPGrassDisplacementCamera = FPGrassDisplacementCamera.Get();

        if (fPGrassDisplacementCamera == null)
        {
            camera = null;
        }
        else
        {
            camera = fPGrassDisplacementCamera.camera;
        }
        Camera vector31 = camera;

        if (vector31 == null)
        {
            return;
        }
        float   single   = vector31.orthographicSize;
        float   single1  = single / (float)vector31.targetTexture.width;
        Vector3 vector32 = base.camera.transform.position;

        if (TransformHelpers.Dist2D(vector32, vector31.transform.position) > 5f)
        {
            vector3.x = Mathf.Round(vector32.x / single1) * single1;
            vector3.y = Mathf.Round(vector32.y / single1) * single1;
            vector3.z = Mathf.Round(vector32.z / single1) * single1;
            vector31.transform.position = vector3 + new Vector3(0f, 50f, 0f);
        }
        Vector3 vector33 = vector31.transform.position;

        vector2.x  = vector33.x - single;
        vector2.y  = vector33.z - single;
        vector21.x = vector33.x + single;
        vector21.y = vector33.z + single;
        Shader.SetGlobalVector("_DisplacementWorldMin", vector2);
        Shader.SetGlobalVector("_DisplacementWorldMax", vector21);
        vector31.Render();
    }
Beispiel #2
0
 public bool CheckBlockers(Vector3 pos)
 {
     if (this._structureToPlace.type == StructureComponent.StructureComponentType.Foundation)
     {
         foreach (Collider collider in Physics.OverlapSphere(pos, 12f, 0x10360401))
         {
             IDMain main = IDBase.GetMain(collider.gameObject);
             if (main != null)
             {
                 float num2 = TransformHelpers.Dist2D(main.transform.position, pos);
                 if ((main.GetComponent <SpikeWall>() != null) && (num2 < 5f))
                 {
                     return(false);
                 }
             }
         }
     }
     if (!NoPlacementZone.ValidPos(pos))
     {
         return(false);
     }
     return(true);
 }
Beispiel #3
0
 private void UpdateDisplacement(bool on)
 {
     if (!on)
     {
         Shader.SetGlobalVector("_DisplacementWorldMin", Vector2.zero);
         Shader.SetGlobalVector("_DisplacementWorldMax", Vector2.zero);
     }
     else
     {
         FPGrassDisplacementCamera camera = FPGrassDisplacementCamera.Get();
         Camera camera2 = (camera == null) ? null : camera.camera;
         if (camera2 != null)
         {
             Vector2 vector4;
             Vector2 vector5;
             float   orthographicSize = camera2.orthographicSize;
             float   num2             = orthographicSize / ((float)camera2.targetTexture.width);
             Vector3 position         = base.camera.transform.position;
             if (TransformHelpers.Dist2D(position, camera2.transform.position) > 5f)
             {
                 Vector3 vector2;
                 vector2.x = Mathf.Round(position.x / num2) * num2;
                 vector2.y = Mathf.Round(position.y / num2) * num2;
                 vector2.z = Mathf.Round(position.z / num2) * num2;
                 camera2.transform.position = vector2 + new Vector3(0f, 50f, 0f);
             }
             Vector3 vector3 = camera2.transform.position;
             vector4.x = vector3.x - orthographicSize;
             vector4.y = vector3.z - orthographicSize;
             vector5.x = vector3.x + orthographicSize;
             vector5.y = vector3.z + orthographicSize;
             Shader.SetGlobalVector("_DisplacementWorldMin", vector4);
             Shader.SetGlobalVector("_DisplacementWorldMax", vector5);
             camera2.Render();
         }
     }
 }
 public bool CheckBlockers(Vector3 pos)
 {
     if (this._structureToPlace.type == StructureComponent.StructureComponentType.Foundation)
     {
         Collider[] colliderArray = Physics.OverlapSphere(pos, 12f, 271975425);
         for (int i = 0; i < (int)colliderArray.Length; i++)
         {
             IDMain main = IDBase.GetMain(colliderArray[i].gameObject);
             if (main)
             {
                 float single = TransformHelpers.Dist2D(main.transform.position, pos);
                 if (main.GetComponent <SpikeWall>() && single < 5f)
                 {
                     return(false);
                 }
             }
         }
     }
     if (!NoPlacementZone.ValidPos(pos))
     {
         return(false);
     }
     return(true);
 }
Beispiel #5
0
 public float GetVectorsDistance(Vector3 v1, Vector3 v2)
 {
     return(TransformHelpers.Dist2D(v1, v2));
 }