Exemple #1
0
    private void Update()
    {
        float f = Mathf.InverseLerp(0f, 2000f, force.magnitude);

        f = Mathf.Sqrt(f);
        float num = Vector3.Dot(boom.transform.right, force.normalized);

        num = Mathf.Clamp(num * 100f, -1f, 1f);
        float num2 = Mathf.Abs(Vector3.Dot(rhs: (wind - boom.GetPointVelocity(forcePoint.position)).normalized, lhs: boom.transform.right));
        float num3 = Mathf.Sqrt(1f - num2 * num2);
        float time = ReplayRecorder.time;
        float num4 = lastFrameTime - time;

        lastFrameTime = time;
        phaseOpen    += num4 * f * f * 100f;
        phaseFill    += num4 * f * 5f;
        float value  = num2 * num * f;
        float value2 = num3 * num * f;

        value  = Smoothing.SmoothValue(smoothFill, value);
        value2 = Smoothing.SmoothValue(smoothOpen, value2);
        SetSignedShape(0, 150f * value + Mathf.Sin(phaseFill) * Mathf.Lerp(5f, 0f, f * 10f));
        SetSignedShape(2, 150f * value2 + Mathf.Sin(phaseOpen) * Mathf.Lerp(10f, 5f, f));
        if (sailSound != null)
        {
            sailSound.SetPitch(Mathf.Lerp(0.4f, 1.2f, f));
            sailSound.SetVolume(Mathf.Lerp(0.2f, 1f, f));
        }
    }
Exemple #2
0
    public void ReadInput(out float walkForward, out float walkRight, out float cameraPitch, out float cameraYaw, out float leftExtend, out float rightExtend, out bool jump, out bool playDead, out bool shooting)
    {
        Vector2 calc_joyLook = this.calc_joyLook;
        Vector2 calc_keyLook = this.calc_keyLook;
        Vector3 calc_joyWalk = this.calc_joyWalk;
        Vector3 calc_keyWalk = this.calc_keyWalk;

        if (calc_joyLook.sqrMagnitude > calc_keyLook.sqrMagnitude)
        {
            mouseControl = false;
        }
        if (calc_keyLook.sqrMagnitude > calc_joyLook.sqrMagnitude)
        {
            mouseControl = true;
        }
        if (calc_joyWalk.sqrMagnitude > calc_keyWalk.sqrMagnitude)
        {
            mouseControl = false;
        }
        if (calc_keyWalk.sqrMagnitude > calc_joyWalk.sqrMagnitude)
        {
            mouseControl = true;
        }
        cameraPitch = cameraPitchAngle;
        cameraYaw   = cameraYawAngle;
        if (mouseControl)
        {
            cameraYaw   += Smoothing.SmoothValue(mouseInputX, calc_keyLook.x);
            cameraPitch -= Smoothing.SmoothValue(mouseInputY, calc_keyLook.y);
            cameraPitch  = Mathf.Clamp(cameraPitch, -80f, 80f);
            if (mouseLookMode == MouseLookMode.SpringBackNoGrab && !leftGrab && !rightGrab)
            {
                int   num  = 0;
                float num2 = 0.25f;
                cameraPitch = Mathf.Lerp(cameraPitch, num, num2 * 5f * Time.fixedDeltaTime);
                cameraPitch = Mathf.MoveTowards(cameraPitch, num, num2 * 30f * Time.fixedDeltaTime);
            }
        }
        else
        {
            cameraYaw += calc_joyLook.x * Time.deltaTime * 120f;
            if (verticalLookMode == VerticalLookMode.Relative)
            {
                if (Options.controllerInvert > 0)
                {
                    calc_joyLook.y = 0f - calc_joyLook.y;
                }
                cameraPitch -= calc_joyLook.y * Time.deltaTime * 120f * 2f;
                cameraPitch  = Mathf.Clamp(cameraPitch, -80f, 80f);
            }
            else
            {
                float num3 = -80f * lookYnormalized;
                bool  flag = num3 * cameraPitch <0f || Mathf.Abs(num3)> Mathf.Abs(cameraPitch);

                float num4 = (!leftGrab && !rightGrab) ? 1f : Mathf.Abs(lookYnormalized);
                float num5 = (!leftGrab && !rightGrab) ? 0.25f : 0.0125f;
                float num6 = (!flag) ? num5 : num4;
                cameraPitch = Mathf.Lerp(cameraPitch, num3, num6 * 5f * Time.fixedDeltaTime * vScale);
                cameraPitch = Mathf.MoveTowards(cameraPitch, num3, num6 * 30f * Time.fixedDeltaTime * vScale);
            }
        }
        Vector3 vector = (!(calc_joyWalk.sqrMagnitude > calc_keyWalk.sqrMagnitude)) ? calc_keyWalk : calc_joyWalk;

        walkForward = vector.z;
        walkRight   = vector.x;
        if (MenuSystem.keyboardState == KeyboardState.None)
        {
            leftExtend          = GetLeftExtend();
            rightExtend         = GetRightExtend();
            jump                = GetJump();
            playDead            = GetUnconscious();
            previousLeftExtend  = leftExtend;
            previousRightExtend = rightExtend;
            shooting            = GetFireworks();
        }
        else
        {
            leftExtend  = previousLeftExtend;
            rightExtend = previousRightExtend;
            jump        = false;
            playDead    = false;
            shooting    = false;
        }
    }