private Vector3 GetLookDirection() { bool flag = this.userControl.state.move != Vector3.zero; CharacterThirdPerson.MoveMode moveMode = this.moveMode; if (moveMode != CharacterThirdPerson.MoveMode.Directional) { if (moveMode != CharacterThirdPerson.MoveMode.Strafe) { return(Vector3.zero); } if (flag) { return(this.userControl.state.lookPos - base.GetComponent <Rigidbody>().position); } return((!this.lookInCameraDirection) ? base.transform.forward : (this.userControl.state.lookPos - base.GetComponent <Rigidbody>().position)); } else { if (flag) { return(this.userControl.state.move); } return((!this.lookInCameraDirection) ? base.transform.forward : (this.userControl.state.lookPos - base.GetComponent <Rigidbody>().position)); } }
private Vector3 GetMoveDirection() { CharacterThirdPerson.MoveMode moveMode = this.moveMode; if (moveMode == CharacterThirdPerson.MoveMode.Directional) { this.moveDirection = Vector3.SmoothDamp(this.moveDirection, new Vector3(0f, 0f, this.userControl.state.move.magnitude), ref this.moveDirectionVelocity, this.accelerationTime); return(this.moveDirection * this.forwardMlp); } if (moveMode != CharacterThirdPerson.MoveMode.Strafe) { return(Vector3.zero); } this.moveDirection = Vector3.SmoothDamp(this.moveDirection, this.userControl.state.move, ref this.moveDirectionVelocity, this.accelerationTime); return(base.transform.InverseTransformDirection(this.moveDirection)); }