void Update() { if (GetComponent <Renderer>() == null || GetComponent <Renderer>().material == null) { enabled = false; return; } if (0 < m_fDelayTime) { if (GetEngineTime() < m_fStartTime + m_fDelayTime) { return; } m_fDelayTime = 0; m_fStartTime = 0; InitTrailObject(); } if (m_bEmit && 0 < m_fEmitTime && m_fStopTime == 0) { if (m_fStartTime + m_fEmitTime < GetEngineTime()) { if (m_bSmoothHide) { m_fStopTime = GetEngineTime(); } else { m_bEmit = false; } } } if (0 < m_fStopTime && m_fLifeTime < (GetEngineTime() - m_fStopTime)) { m_bEmit = false; } if (!m_bEmit && m_Points.Count == 0 && m_bAutoDestruct) { Destroy(m_TrialObject); Destroy(gameObject); } // // early out if there is no camera // if (!Camera.main) return; // if we have moved enough, create a new vertex and make sure we rebuild the mesh float theDistance = (m_LastPosition - transform.position).magnitude; if (m_bEmit) { if (theDistance > m_fMinVertexDistance) { bool make = false; if (m_Points.Count < 3) { make = true; } else { //Vector3 l1 = m_Points[m_Points.Count - 2].basePosition - m_Points[m_Points.Count - 3].basePosition; //Vector3 l2 = m_Points[m_Points.Count - 1].basePosition - m_Points[m_Points.Count - 2].basePosition; Vector3 l1 = m_Points[m_Points.Count - 2].basePosition - m_Points[m_Points.Count - 3].basePosition; Vector3 l2 = m_Points[m_Points.Count - 1].basePosition - m_Points[m_Points.Count - 2].basePosition; if (Vector3.Angle(l1, l2) > m_fMaxAngle || theDistance > m_fMaxVertexDistance) { make = true; } } if (make) { Point p = new Point(); p.basePosition = m_base.position; p.tipPosition = GetTipPoint(); if (0 < m_fStopTime) { p.timeCreated = GetEngineTime() - (GetEngineTime() - m_fStopTime); } else { p.timeCreated = GetEngineTime(); } m_Points.Add(p); m_LastPosition = transform.position; if (m_bInterpolation) { if (m_Points.Count == 1) { m_SmoothedPoints.Add(p); } else if (1 < m_Points.Count) { // add 1+m_nSubdivisions for every possible pair in the m_Points for (int n = 0; n < 1 + m_nSubdivisions; ++n) { m_SmoothedPoints.Add(p); } } // we use 4 control points for the smoothing int nMinSmoothCount = 2; if (nMinSmoothCount <= m_Points.Count) { int nSampleCount = Mathf.Min(m_nMaxSmoothCount, m_Points.Count); Vector3[] tipPoints = new Vector3[nSampleCount]; for (int n = 0; n < nSampleCount; n++) { tipPoints[n] = m_Points[m_Points.Count - (nSampleCount - n)].basePosition; } // IEnumerable<Vector3> smoothTip = NcInterpolate.NewBezier(NcInterpolate.Ease(NcInterpolate.EaseType.Linear), tipPoints, m_nSubdivisions); IEnumerable <Vector3> smoothTip = NcInterpolate.NewCatmullRom(tipPoints, m_nSubdivisions, false); Vector3[] basePoints = new Vector3[nSampleCount]; for (int n = 0; n < nSampleCount; n++) { basePoints[n] = m_Points[m_Points.Count - (nSampleCount - n)].tipPosition; } // IEnumerable<Vector3> smoothBase = NcInterpolate.NewBezier(NcInterpolate.Ease(NcInterpolate.EaseType.Linear), basePoints, m_nSubdivisions); IEnumerable <Vector3> smoothBase = NcInterpolate.NewCatmullRom(basePoints, m_nSubdivisions, false); List <Vector3> smoothTipList = new List <Vector3>(smoothTip); List <Vector3> smoothBaseList = new List <Vector3>(smoothBase); float firstTime = m_Points[m_Points.Count - nSampleCount].timeCreated; float secondTime = m_Points[m_Points.Count - 1].timeCreated; //Debug.Log(" smoothTipList.Count: " + smoothTipList.Count); for (int n = 0; n < smoothTipList.Count; ++n) { int idx = m_SmoothedPoints.Count - (smoothTipList.Count - n); // there are moments when the m_SmoothedPoints are lesser // than what is required, when elements from it are removed if (-1 < idx && idx < m_SmoothedPoints.Count) { Point sp = new Point(); sp.tipPosition = smoothBaseList[n]; sp.basePosition = smoothTipList[n]; sp.timeCreated = Mathf.Lerp(firstTime, secondTime, n / (float)(smoothTipList.Count)); m_SmoothedPoints[idx] = sp; } //else //{ // Debug.LogError(idx + "/" + m_SmoothedPoints.Count); //} } } } } else { m_Points[m_Points.Count - 1].tipPosition = GetTipPoint(); m_Points[m_Points.Count - 1].basePosition = m_base.position; //m_Points[m_Points.Count - 1].timeCreated = GetEngineTime(); if (m_bInterpolation) { m_SmoothedPoints[m_SmoothedPoints.Count - 1].tipPosition = GetTipPoint(); m_SmoothedPoints[m_SmoothedPoints.Count - 1].basePosition = m_base.position; } } } else { if (m_Points.Count > 0) { m_Points[m_Points.Count - 1].tipPosition = GetTipPoint(); m_Points[m_Points.Count - 1].basePosition = m_base.position; //m_Points[m_Points.Count - 1].timeCreated = GetEngineTime(); } if (m_bInterpolation) { if (m_SmoothedPoints.Count > 0) { m_SmoothedPoints[m_SmoothedPoints.Count - 1].tipPosition = GetTipPoint(); m_SmoothedPoints[m_SmoothedPoints.Count - 1].basePosition = m_base.position; } } } } if (!m_bEmit && m_bLastFrameEmit && m_Points.Count > 0) { m_Points[m_Points.Count - 1].lineBreak = true; } m_bLastFrameEmit = m_bEmit; List <Point> remove = new List <Point>(); foreach (Point p in m_Points) { // cull old points first if (GetEngineTime() - p.timeCreated > m_fLifeTime) { remove.Add(p); } } foreach (Point p in remove) { m_Points.Remove(p); } if (m_bInterpolation) { remove = new List <Point>(); foreach (Point p in m_SmoothedPoints) { // cull old points first if (GetEngineTime() - p.timeCreated > m_fLifeTime) { remove.Add(p); } } foreach (Point p in remove) { m_SmoothedPoints.Remove(p); } } List <Point> pointsToUse; if (m_bInterpolation) { pointsToUse = m_SmoothedPoints; } else { pointsToUse = m_Points; } if (pointsToUse.Count > 1) { Vector3[] newVertices = new Vector3[pointsToUse.Count * 2]; Vector2[] newUV = new Vector2[pointsToUse.Count * 2]; int[] newTriangles = new int[(pointsToUse.Count - 1) * 6]; Color[] newColors = new Color[pointsToUse.Count * 2]; for (int n = 0; n < pointsToUse.Count; ++n) { Point p = pointsToUse[n]; float time = (GetEngineTime() - p.timeCreated) / m_fLifeTime; Color color = Color.Lerp(Color.white, Color.clear, time); if (m_Colors != null && m_Colors.Length > 0) { float colorTime = time * (m_Colors.Length - 1); float min = Mathf.Floor(colorTime); float max = Mathf.Clamp(Mathf.Ceil(colorTime), 1, m_Colors.Length - 1); float lerp = Mathf.InverseLerp(min, max, colorTime); if (min >= m_Colors.Length) { min = m_Colors.Length - 1; } if (min < 0) { min = 0; } if (max >= m_Colors.Length) { max = m_Colors.Length - 1; } if (max < 0) { max = 0; } color = Color.Lerp(m_Colors[(int)min], m_Colors[(int)max], lerp); } Vector3 lineDirection = p.basePosition - p.tipPosition; float size = m_fTipSize; if (m_SizeRates != null && m_SizeRates.Length > 0) { float sizeTime = time * (m_SizeRates.Length - 1); float min = Mathf.Floor(sizeTime); float max = Mathf.Clamp(Mathf.Ceil(sizeTime), 1, m_SizeRates.Length - 1); float lerp = Mathf.InverseLerp(min, max, sizeTime); if (min >= m_SizeRates.Length) { min = m_SizeRates.Length - 1; } if (min < 0) { min = 0; } if (max >= m_SizeRates.Length) { max = m_SizeRates.Length - 1; } if (max < 0) { max = 0; } size *= Mathf.Lerp(m_SizeRates[(int)min], m_SizeRates[(int)max], lerp); } if (m_bCenterAlign) { newVertices[n * 2] = p.basePosition - (lineDirection * (size * 0.5f)); newVertices[(n * 2) + 1] = p.basePosition + (lineDirection * (size * 0.5f)); } else { newVertices[n * 2] = p.basePosition - (lineDirection * size); newVertices[(n * 2) + 1] = p.basePosition; } // FadeInOut int nFadeTailCount = (m_bInterpolation ? m_nFadeTailCount * m_nSubdivisions : m_nFadeTailCount); int nFadeHeadCount = (m_bInterpolation ? m_nFadeHeadCount * m_nSubdivisions : m_nFadeHeadCount); if (0 < nFadeTailCount && n <= nFadeTailCount) { color.a = color.a * n / (float)nFadeTailCount; } if (0 < nFadeHeadCount && pointsToUse.Count - (n + 1) <= nFadeHeadCount) { color.a = color.a * (pointsToUse.Count - (n + 1)) / (float)nFadeHeadCount; } newColors[n * 2] = newColors[(n * 2) + 1] = color; float uvRatio = (float)n / pointsToUse.Count; newUV[n * 2] = new Vector2((m_UvFlipHorizontal ? 1 - uvRatio : uvRatio), (m_UvFlipVirtical ? 1 : 0)); newUV[(n * 2) + 1] = new Vector2((m_UvFlipHorizontal ? 1 - uvRatio : uvRatio), (m_UvFlipVirtical ? 0 : 1)); if (n > 0 /*&& !pointsToUse[n - 1].lineBreak*/) { newTriangles[(n - 1) * 6] = (n * 2) - 2; newTriangles[((n - 1) * 6) + 1] = (n * 2) - 1; newTriangles[((n - 1) * 6) + 2] = n * 2; newTriangles[((n - 1) * 6) + 3] = (n * 2) + 1; newTriangles[((n - 1) * 6) + 4] = n * 2; newTriangles[((n - 1) * 6) + 5] = (n * 2) - 1; } } m_TrailMesh.Clear(); m_TrailMesh.vertices = newVertices; m_TrailMesh.colors = newColors; m_TrailMesh.uv = newUV; m_TrailMesh.triangles = newTriangles; } else { m_TrailMesh.Clear(); } }
private void Update() { if (base.GetComponent <Renderer>() == null || base.GetComponent <Renderer>().get_material() == null) { base.set_enabled(false); return; } if (0f < this.m_fDelayTime) { if (NcEffectBehaviour.GetEngineTime() < this.m_fStartTime + this.m_fDelayTime) { return; } this.m_fDelayTime = 0f; this.m_fStartTime = 0f; this.InitTrailObject(); } if (this.m_bEmit && 0f < this.m_fEmitTime && this.m_fStopTime == 0f && this.m_fStartTime + this.m_fEmitTime < NcEffectBehaviour.GetEngineTime()) { if (this.m_bSmoothHide) { this.m_fStopTime = NcEffectBehaviour.GetEngineTime(); } else { this.m_bEmit = false; } } if (0f < this.m_fStopTime && this.m_fLifeTime < NcEffectBehaviour.GetEngineTime() - this.m_fStopTime) { this.m_bEmit = false; } if (!this.m_bEmit && this.m_Points.get_Count() == 0 && this.m_bAutoDestruct) { Object.Destroy(this.m_TrialObject); Object.Destroy(base.get_gameObject()); } float magnitude = (this.m_LastPosition - base.get_transform().get_position()).get_magnitude(); if (this.m_bEmit) { if (magnitude > this.m_fMinVertexDistance) { bool flag = false; if (this.m_Points.get_Count() < 3) { flag = true; } else { Vector3 vector = this.m_Points.get_Item(this.m_Points.get_Count() - 2).basePosition - this.m_Points.get_Item(this.m_Points.get_Count() - 3).basePosition; Vector3 vector2 = this.m_Points.get_Item(this.m_Points.get_Count() - 1).basePosition - this.m_Points.get_Item(this.m_Points.get_Count() - 2).basePosition; if (Vector3.Angle(vector, vector2) > this.m_fMaxAngle || magnitude > this.m_fMaxVertexDistance) { flag = true; } } if (flag) { NcTrailTexture.Point point = new NcTrailTexture.Point(); point.basePosition = this.m_base.get_position(); point.tipPosition = this.GetTipPoint(); if (0f < this.m_fStopTime) { point.timeCreated = NcEffectBehaviour.GetEngineTime() - (NcEffectBehaviour.GetEngineTime() - this.m_fStopTime); } else { point.timeCreated = NcEffectBehaviour.GetEngineTime(); } this.m_Points.Add(point); this.m_LastPosition = base.get_transform().get_position(); if (this.m_bInterpolation) { if (this.m_Points.get_Count() == 1) { this.m_SmoothedPoints.Add(point); } else if (1 < this.m_Points.get_Count()) { for (int i = 0; i < 1 + this.m_nSubdivisions; i++) { this.m_SmoothedPoints.Add(point); } } int num = 2; if (num <= this.m_Points.get_Count()) { int num2 = Mathf.Min(this.m_nMaxSmoothCount, this.m_Points.get_Count()); Vector3[] array = new Vector3[num2]; for (int j = 0; j < num2; j++) { array[j] = this.m_Points.get_Item(this.m_Points.get_Count() - (num2 - j)).basePosition; } IEnumerable <Vector3> enumerable = NcInterpolate.NewCatmullRom(array, this.m_nSubdivisions, false); Vector3[] array2 = new Vector3[num2]; for (int k = 0; k < num2; k++) { array2[k] = this.m_Points.get_Item(this.m_Points.get_Count() - (num2 - k)).tipPosition; } IEnumerable <Vector3> enumerable2 = NcInterpolate.NewCatmullRom(array2, this.m_nSubdivisions, false); List <Vector3> list = new List <Vector3>(enumerable); List <Vector3> list2 = new List <Vector3>(enumerable2); float timeCreated = this.m_Points.get_Item(this.m_Points.get_Count() - num2).timeCreated; float timeCreated2 = this.m_Points.get_Item(this.m_Points.get_Count() - 1).timeCreated; for (int l = 0; l < list.get_Count(); l++) { int num3 = this.m_SmoothedPoints.get_Count() - (list.get_Count() - l); if (-1 < num3 && num3 < this.m_SmoothedPoints.get_Count()) { NcTrailTexture.Point point2 = new NcTrailTexture.Point(); point2.tipPosition = list2.get_Item(l); point2.basePosition = list.get_Item(l); point2.timeCreated = Mathf.Lerp(timeCreated, timeCreated2, (float)l / (float)list.get_Count()); this.m_SmoothedPoints.set_Item(num3, point2); } } } } } else { this.m_Points.get_Item(this.m_Points.get_Count() - 1).tipPosition = this.GetTipPoint(); this.m_Points.get_Item(this.m_Points.get_Count() - 1).basePosition = this.m_base.get_position(); if (this.m_bInterpolation) { this.m_SmoothedPoints.get_Item(this.m_SmoothedPoints.get_Count() - 1).tipPosition = this.GetTipPoint(); this.m_SmoothedPoints.get_Item(this.m_SmoothedPoints.get_Count() - 1).basePosition = this.m_base.get_position(); } } } else { if (this.m_Points.get_Count() > 0) { this.m_Points.get_Item(this.m_Points.get_Count() - 1).tipPosition = this.GetTipPoint(); this.m_Points.get_Item(this.m_Points.get_Count() - 1).basePosition = this.m_base.get_position(); } if (this.m_bInterpolation && this.m_SmoothedPoints.get_Count() > 0) { this.m_SmoothedPoints.get_Item(this.m_SmoothedPoints.get_Count() - 1).tipPosition = this.GetTipPoint(); this.m_SmoothedPoints.get_Item(this.m_SmoothedPoints.get_Count() - 1).basePosition = this.m_base.get_position(); } } } if (!this.m_bEmit && this.m_bLastFrameEmit && this.m_Points.get_Count() > 0) { this.m_Points.get_Item(this.m_Points.get_Count() - 1).lineBreak = true; } this.m_bLastFrameEmit = this.m_bEmit; List <NcTrailTexture.Point> list3 = new List <NcTrailTexture.Point>(); using (List <NcTrailTexture.Point> .Enumerator enumerator = this.m_Points.GetEnumerator()) { while (enumerator.MoveNext()) { NcTrailTexture.Point current = enumerator.get_Current(); if (NcEffectBehaviour.GetEngineTime() - current.timeCreated > this.m_fLifeTime) { list3.Add(current); } } } using (List <NcTrailTexture.Point> .Enumerator enumerator2 = list3.GetEnumerator()) { while (enumerator2.MoveNext()) { NcTrailTexture.Point current2 = enumerator2.get_Current(); this.m_Points.Remove(current2); } } if (this.m_bInterpolation) { list3 = new List <NcTrailTexture.Point>(); using (List <NcTrailTexture.Point> .Enumerator enumerator3 = this.m_SmoothedPoints.GetEnumerator()) { while (enumerator3.MoveNext()) { NcTrailTexture.Point current3 = enumerator3.get_Current(); if (NcEffectBehaviour.GetEngineTime() - current3.timeCreated > this.m_fLifeTime) { list3.Add(current3); } } } using (List <NcTrailTexture.Point> .Enumerator enumerator4 = list3.GetEnumerator()) { while (enumerator4.MoveNext()) { NcTrailTexture.Point current4 = enumerator4.get_Current(); this.m_SmoothedPoints.Remove(current4); } } } List <NcTrailTexture.Point> list4; if (this.m_bInterpolation) { list4 = this.m_SmoothedPoints; } else { list4 = this.m_Points; } if (list4.get_Count() > 1) { Vector3[] array3 = new Vector3[list4.get_Count() * 2]; Vector2[] array4 = new Vector2[list4.get_Count() * 2]; int[] array5 = new int[(list4.get_Count() - 1) * 6]; Color[] array6 = new Color[list4.get_Count() * 2]; for (int m = 0; m < list4.get_Count(); m++) { NcTrailTexture.Point point3 = list4.get_Item(m); float num4 = (NcEffectBehaviour.GetEngineTime() - point3.timeCreated) / this.m_fLifeTime; Color color = Color.Lerp(Color.get_white(), Color.get_clear(), num4); if (this.m_Colors != null && this.m_Colors.Length > 0) { float num5 = num4 * (float)(this.m_Colors.Length - 1); float num6 = Mathf.Floor(num5); float num7 = Mathf.Clamp(Mathf.Ceil(num5), 1f, (float)(this.m_Colors.Length - 1)); float num8 = Mathf.InverseLerp(num6, num7, num5); if (num6 >= (float)this.m_Colors.Length) { num6 = (float)(this.m_Colors.Length - 1); } if (num6 < 0f) { num6 = 0f; } if (num7 >= (float)this.m_Colors.Length) { num7 = (float)(this.m_Colors.Length - 1); } if (num7 < 0f) { num7 = 0f; } color = Color.Lerp(this.m_Colors[(int)num6], this.m_Colors[(int)num7], num8); } Vector3 vector3 = point3.basePosition - point3.tipPosition; float num9 = this.m_fTipSize; if (this.m_SizeRates != null && this.m_SizeRates.Length > 0) { float num10 = num4 * (float)(this.m_SizeRates.Length - 1); float num11 = Mathf.Floor(num10); float num12 = Mathf.Clamp(Mathf.Ceil(num10), 1f, (float)(this.m_SizeRates.Length - 1)); float num13 = Mathf.InverseLerp(num11, num12, num10); if (num11 >= (float)this.m_SizeRates.Length) { num11 = (float)(this.m_SizeRates.Length - 1); } if (num11 < 0f) { num11 = 0f; } if (num12 >= (float)this.m_SizeRates.Length) { num12 = (float)(this.m_SizeRates.Length - 1); } if (num12 < 0f) { num12 = 0f; } num9 *= Mathf.Lerp(this.m_SizeRates[(int)num11], this.m_SizeRates[(int)num12], num13); } if (this.m_bCenterAlign) { array3[m * 2] = point3.basePosition - vector3 * (num9 * 0.5f); array3[m * 2 + 1] = point3.basePosition + vector3 * (num9 * 0.5f); } else { array3[m * 2] = point3.basePosition - vector3 * num9; array3[m * 2 + 1] = point3.basePosition; } int num14 = (!this.m_bInterpolation) ? this.m_nFadeTailCount : (this.m_nFadeTailCount * this.m_nSubdivisions); int num15 = (!this.m_bInterpolation) ? this.m_nFadeHeadCount : (this.m_nFadeHeadCount * this.m_nSubdivisions); if (0 < num14 && m <= num14) { color.a = color.a * (float)m / (float)num14; } if (0 < num15 && list4.get_Count() - (m + 1) <= num15) { color.a = color.a * (float)(list4.get_Count() - (m + 1)) / (float)num15; } array6[m * 2] = (array6[m * 2 + 1] = color); float num16 = (float)m / (float)list4.get_Count(); array4[m * 2] = new Vector2((!this.m_UvFlipHorizontal) ? num16 : (1f - num16), (float)((!this.m_UvFlipVirtical) ? 0 : 1)); array4[m * 2 + 1] = new Vector2((!this.m_UvFlipHorizontal) ? num16 : (1f - num16), (float)((!this.m_UvFlipVirtical) ? 1 : 0)); if (m > 0) { array5[(m - 1) * 6] = m * 2 - 2; array5[(m - 1) * 6 + 1] = m * 2 - 1; array5[(m - 1) * 6 + 2] = m * 2; array5[(m - 1) * 6 + 3] = m * 2 + 1; array5[(m - 1) * 6 + 4] = m * 2; array5[(m - 1) * 6 + 5] = m * 2 - 1; } } this.m_TrailMesh.Clear(); this.m_TrailMesh.set_vertices(array3); this.m_TrailMesh.set_colors(array6); this.m_TrailMesh.set_uv(array4); this.m_TrailMesh.set_triangles(array5); } else { this.m_TrailMesh.Clear(); } }