private static IEnumerable <Vector3> NewCatmullRom <T>(IList nodes, WeaponTrail.ToVector3 <T> toVector3, int slices, bool loop) { if (nodes.Count >= 2) { yield return(toVector3((T)((object)nodes[0]))); int num = nodes.Count - 1; int num2 = 0; while (loop || num2 < num) { if (loop && num2 > num) { num2 = 0; } int index = (num2 != 0) ? (num2 - 1) : ((!loop) ? num2 : num); int index2 = num2; int num3 = (num2 != num) ? (num2 + 1) : ((!loop) ? num2 : 0); int index3 = (num3 != num) ? (num3 + 1) : ((!loop) ? num3 : 0); int num4 = slices + 1; for (int i = 1; i <= num4; i++) { yield return(WeaponTrail.CatmullRom(toVector3((T)((object)nodes[index])), toVector3((T)((object)nodes[index2])), toVector3((T)((object)nodes[num3])), toVector3((T)((object)nodes[index3])), (float)i, (float)num4)); } num2++; } } yield break; }
private static IEnumerable <Vector3> NewCatmullRom <T>(IList nodes, WeaponTrail.ToVector3 <T> toVector3, int slices, bool loop) { if (nodes.get_Count() >= 2) { yield return(toVector3((T)((object)nodes.get_Item(0)))); int num = nodes.get_Count() - 1; int num2 = 0; while (loop || num2 < num) { if (loop && num2 > num) { num2 = 0; } int num3 = (num2 == 0) ? (loop ? num : num2) : (num2 - 1); int num4 = num2; int num5 = (num2 == num) ? (loop ? 0 : num2) : (num2 + 1); int num6 = (num5 == num) ? (loop ? 0 : num5) : (num5 + 1); int num7 = slices + 1; int num8; for (int i = 1; i <= num7; i = num8 + 1) { yield return(WeaponTrail.CatmullRom(toVector3((T)((object)nodes.get_Item(num3))), toVector3((T)((object)nodes.get_Item(num4))), toVector3((T)((object)nodes.get_Item(num5))), toVector3((T)((object)nodes.get_Item(num6))), (float)i, (float)num7)); num8 = i; } num8 = num2; num2 = num8 + 1; } } yield break; }
public static IEnumerable <Vector3> NewCatmullRom(Vector3[] points, int slices, bool loop) { if (WeaponTrail.< > f__mg$cache1 == null) { WeaponTrail.< > f__mg$cache1 = new WeaponTrail.ToVector3 <Vector3>(WeaponTrail.CastVector3Func); } return(WeaponTrail.NewCatmullRom <Vector3>(points, WeaponTrail.< > f__mg$cache1, slices, loop)); }
public static IEnumerable <Vector3> NewCatmullRom(Transform[] nodes, int slices, bool loop) { if (WeaponTrail.< > f__mg$cache0 == null) { WeaponTrail.< > f__mg$cache0 = new WeaponTrail.ToVector3 <Transform>(WeaponTrail.TransformDotPosition); } return(WeaponTrail.NewCatmullRom <Transform>(nodes, WeaponTrail.< > f__mg$cache0, slices, loop)); }
public unsafe static long $Invoke10(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(WeaponTrail.TransformDotPosition((Transform)GCHandledObjects.GCHandleToObject(*args)))); }
public unsafe static long $Invoke5(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(WeaponTrail.NewCatmullRom((Vector3[])GCHandledObjects.GCHandleToPinnedArrayObject(*args), *(int *)(args + 1), *(sbyte *)(args + 2) != 0))); }
public unsafe static long $Invoke1(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(WeaponTrail.CatmullRom(*(*(IntPtr *)args), *(*(IntPtr *)(args + 1)), *(*(IntPtr *)(args + 2)), *(*(IntPtr *)(args + 3)), *(float *)(args + 4), *(float *)(args + 5)))); }
public unsafe static long $Invoke0(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(WeaponTrail.CastVector3Func(*(*(IntPtr *)args)))); }
public static IEnumerable <Vector3> NewCatmullRom(Vector3[] points, int slices, bool loop) { return(WeaponTrail.NewCatmullRom <Vector3>(points, new WeaponTrail.ToVector3 <Vector3>(WeaponTrail.CastVector3Func), slices, loop)); }
public static IEnumerable <Vector3> NewCatmullRom(Transform[] nodes, int slices, bool loop) { return(WeaponTrail.NewCatmullRom <Transform>(nodes, new WeaponTrail.ToVector3 <Transform>(WeaponTrail.TransformDotPosition), slices, loop)); }
public void LateUpdate() { if (!Camera.main) { return; } float magnitude = (this.lastPosition - base.transform.position).magnitude; if (this.emit) { if (magnitude > this.minVertexDistance) { bool flag = false; if (this.points.Count < 3) { flag = true; } else { Vector3 from = this.points[this.points.Count - 2].TipPosition - this.points[this.points.Count - 3].TipPosition; Vector3 to = this.points[this.points.Count - 1].TipPosition - this.points[this.points.Count - 2].TipPosition; if (Vector3.Angle(from, to) > this.maxAngle || magnitude > this.maxVertexDistance) { flag = true; } } if (flag) { WeaponTrail.Point point = new WeaponTrail.Point(); point.BasePosition = this.weaponBase.position; point.TipPosition = this.weaponTip.position; point.TimeCreated = Time.time; this.points.Add(point); this.lastPosition = base.transform.position; if (this.points.Count == 1) { this.smoothedPoints.Add(point); } else if (this.points.Count > 1) { for (int i = 0; i < 1 + this.subdivisions; i++) { this.smoothedPoints.Add(point); } } if (this.points.Count >= 4) { IEnumerable <Vector3> collection = WeaponTrail.NewCatmullRom(new Vector3[] { this.points[this.points.Count - 4].TipPosition, this.points[this.points.Count - 3].TipPosition, this.points[this.points.Count - 2].TipPosition, this.points[this.points.Count - 1].TipPosition }, this.subdivisions, false); IEnumerable <Vector3> collection2 = WeaponTrail.NewCatmullRom(new Vector3[] { this.points[this.points.Count - 4].BasePosition, this.points[this.points.Count - 3].BasePosition, this.points[this.points.Count - 2].BasePosition, this.points[this.points.Count - 1].BasePosition }, this.subdivisions, false); List <Vector3> list = new List <Vector3>(collection); List <Vector3> list2 = new List <Vector3>(collection2); float timeCreated = this.points[this.points.Count - 4].TimeCreated; float timeCreated2 = this.points[this.points.Count - 1].TimeCreated; for (int j = 0; j < list.Count; j++) { int num = this.smoothedPoints.Count - (list.Count - j); if (num > -1 && num < this.smoothedPoints.Count) { WeaponTrail.Point point2 = new WeaponTrail.Point(); point2.BasePosition = list2[j]; point2.TipPosition = list[j]; point2.TimeCreated = Mathf.Lerp(timeCreated, timeCreated2, (float)j / (float)list.Count); this.smoothedPoints[num] = point2; } } } } else { this.points[this.points.Count - 1].BasePosition = this.weaponBase.position; this.points[this.points.Count - 1].TipPosition = this.weaponTip.position; this.smoothedPoints[this.smoothedPoints.Count - 1].BasePosition = this.weaponBase.position; this.smoothedPoints[this.smoothedPoints.Count - 1].TipPosition = this.weaponTip.position; } } else { if (this.points.Count > 0) { this.points[this.points.Count - 1].BasePosition = this.weaponBase.position; this.points[this.points.Count - 1].TipPosition = this.weaponTip.position; } if (this.smoothedPoints.Count > 0) { this.smoothedPoints[this.smoothedPoints.Count - 1].BasePosition = this.weaponBase.position; this.smoothedPoints[this.smoothedPoints.Count - 1].TipPosition = this.weaponTip.position; } } } if (!this.emit && this.lastFrameEmit && this.points.Count > 0) { this.points[this.points.Count - 1].LineBreak = true; } this.lastFrameEmit = this.emit; List <WeaponTrail.Point> list3 = new List <WeaponTrail.Point>(); foreach (WeaponTrail.Point current in this.points) { if (Time.time - current.TimeCreated > this.lifeTime) { list3.Add(current); } } foreach (WeaponTrail.Point current2 in list3) { this.points.Remove(current2); } list3 = new List <WeaponTrail.Point>(); foreach (WeaponTrail.Point current3 in this.smoothedPoints) { if (Time.time - current3.TimeCreated > this.lifeTime) { list3.Add(current3); } } foreach (WeaponTrail.Point current4 in list3) { this.smoothedPoints.Remove(current4); } List <WeaponTrail.Point> list4 = this.smoothedPoints; if (list4.Count > 1) { Vector3[] array = new Vector3[list4.Count * 2]; Vector2[] array2 = new Vector2[list4.Count * 2]; int[] array3 = new int[(list4.Count - 1) * 6]; Color[] array4 = new Color[list4.Count * 2]; for (int k = 0; k < list4.Count; k++) { WeaponTrail.Point point3 = list4[k]; float num2 = (Time.time - point3.TimeCreated) / this.lifeTime; Color color = Color.Lerp(Color.white, Color.clear, num2); if (this.colors != null && this.colors.Length != 0) { float num3 = num2 * (float)(this.colors.Length - 1); float num4 = Mathf.Floor(num3); float num5 = Mathf.Clamp(Mathf.Ceil(num3), 1f, (float)(this.colors.Length - 1)); float t = Mathf.InverseLerp(num4, num5, num3); if (num4 >= (float)this.colors.Length) { num4 = (float)(this.colors.Length - 1); } if (num4 < 0f) { num4 = 0f; } if (num5 >= (float)this.colors.Length) { num5 = (float)(this.colors.Length - 1); } if (num5 < 0f) { num5 = 0f; } color = Color.Lerp(this.colors[(int)num4], this.colors[(int)num5], t); } float num6 = 0f; if (this.sizes != null && this.sizes.Length != 0) { float num7 = num2 * (float)(this.sizes.Length - 1); float num8 = Mathf.Floor(num7); float num9 = Mathf.Clamp(Mathf.Ceil(num7), 1f, (float)(this.sizes.Length - 1)); float t2 = Mathf.InverseLerp(num8, num9, num7); if (num8 >= (float)this.sizes.Length) { num8 = (float)(this.sizes.Length - 1); } if (num8 < 0f) { num8 = 0f; } if (num9 >= (float)this.sizes.Length) { num9 = (float)(this.sizes.Length - 1); } if (num9 < 0f) { num9 = 0f; } num6 = Mathf.Lerp(this.sizes[(int)num8], this.sizes[(int)num9], t2); } Vector3 a = point3.TipPosition - point3.BasePosition; array[k * 2] = point3.BasePosition - a * (num6 * 0.5f); array[k * 2 + 1] = point3.TipPosition + a * (num6 * 0.5f); array4[k * 2] = (array4[k * 2 + 1] = color); float x = (float)k / (float)list4.Count; array2[k * 2] = new Vector2(x, 0f); array2[k * 2 + 1] = new Vector2(x, 1f); if (k > 0) { array3[(k - 1) * 6] = k * 2 - 2; array3[(k - 1) * 6 + 1] = k * 2 - 1; array3[(k - 1) * 6 + 2] = k * 2; array3[(k - 1) * 6 + 3] = k * 2 + 1; array3[(k - 1) * 6 + 4] = k * 2; array3[(k - 1) * 6 + 5] = k * 2 - 1; } } this.trailMesh.Clear(); this.trailMesh.vertices = array; this.trailMesh.colors = array4; this.trailMesh.uv = array2; this.trailMesh.triangles = array3; return; } this.trailMesh.Clear(); }