public virtual void InitRepairGraphicsEffect(HealingGraphicEffectInputs tankInputs, WeaponHealingGraphicEffectInputs weaponInputs, Transform soundRoot, Transform mountPoint) { this.isLoop = false; this.weaponInputs = weaponInputs; this.tankInputs = tankInputs; this.InitSound(soundRoot); }
private void UpdateFront(WeaponHealingGraphicEffectInputs inputs, float front, float angle) { Material[] materials = inputs.Renderer.materials; int length = materials.Length; for (int i = 0; i < length; i++) { Material material = materials[i]; material.SetFloat("_RepairFrontCoeff", front); material.SetFloat("_RepairRotationAngle", angle); } }
private void UpdateDirection(WeaponHealingGraphicEffectInputs inputs, float dir, float angle, Shader shaderWithEffect = null) { Material[] materials = inputs.Renderer.materials; int length = materials.Length; for (int i = 0; i < length; i++) { Material mat = materials[i]; if (shaderWithEffect != null) { mat.shader = shaderWithEffect; this.SetRepairTextureParameters(mat, inputs); } mat.SetFloat("_RepairFrontCoeff", 0f); mat.SetFloat("_RepairMovementDirection", dir); mat.SetFloat("_RepairRotationAngle", angle); } }
public override void InitRepairGraphicsEffect(HealingGraphicEffectInputs tankInputs, WeaponHealingGraphicEffectInputs weaponInputs, Transform soundRoot, Transform mountPoint) { base.InitRepairGraphicsEffect(tankInputs, weaponInputs, soundRoot, mountPoint); SkinnedMeshRenderer renderer = tankInputs.Renderer; SkinnedMeshRenderer renderer2 = weaponInputs.Renderer; Bounds localBounds = renderer.localBounds; Bounds bounds2 = renderer2.localBounds; Vector3 extents = renderer.localBounds.extents; Vector3 vector2 = renderer2.localBounds.extents; this.InitTankPartInputs(tankInputs, extents, localBounds.center); this.InitTankPartInputs(weaponInputs, vector2, bounds2.center); }