public FollowAvatarControlledRotate(MainCameraFollowState followState) : base(followState) { base.maskedShortStates.Add(base._owner.standByState); base.maskedShortStates.Add(base._owner.lookAtPositionState); base.maskedShortStates.Add(base._owner.timedPullZState); this._exitTimer = new EntityTimer(0.75f, base._owner.mainCamera); }
public FollowSlowMotionKill(MainCameraFollowState followState) : base(followState) { base.isSkippingBaseState = false; this._effects = new SlowMotionEffect[MAX_EFFECT_NUM]; for (int i = 0; i < this._effects.Length; i++) { this._effects[i] = new SlowMotionEffect(); } }
public FollowAvatarAndTargetState(MainCameraFollowState followState) : base(followState) { this._feasibleAngles = new List <float>(4); this._motionAngleInfos = new List <MotionAngleInfo>(4); this._speedForOneCircle = 3000f; this._accelerationSolvingWallHit = 7000f; this._minSpeedSolvingWallHit = 200f; this.DELTA_TIME_PER_FRAME = 0.016f; this._mode = FollowMode.TargetMode; base.maskedShortStates.Add(base._owner.rotateToAvatarFacingState); }
public void Enter(MainCameraFollowState cameraState) { this._origForwardDeltaAngle = cameraState.forwardDeltaAngle; this._duringTimer = 0f; this._hasUserControled = false; float num = Mathf.Sign(Vector3.Dot(Vector3.up, Vector3.Cross(cameraState.cameraForward, cameraState.avatar.FaceDirection))); if (this._nearCase) { this._polarVelSign = (UnityEngine.Random.value <= 0.3f) ? -num : num; } else { this._polarVelSign = -num; } float num2 = UnityEngine.Random.Range(this._minCameraRotateAngle, this._maxCameraRotateAngle); this._cameraRotateSpeed = (num2 / this._duration) / this._cameraSpeedCurveIntegral; float t = UnityEngine.Random.value; this._cameraElevationOffset = Mathf.Lerp(this._maxCameraElevationOffset, this._minCameraElevationOffset, t); this._cameraRadiusOffset = UnityEngine.Random.Range(this._minCameraRadiusOffset, this._maxCameraRadiusOffset); if (this._cameraNearCase) { this._cameraRadiusOffset = UnityEngine.Random.Range(0f, this._maxCameraRadiusOffset); } Vector4 vector = this._distanceAttenuationFactorsForRotateAngle; float b = ((vector.x + (this._distTarget * vector.y)) + ((this._distTarget * this._distTarget) * vector.z)) + (((this._distTarget * this._distTarget) * this._distTarget) * vector.w); b = 1f / Mathf.Max(1f, b); this._cameraRotateSpeed *= b; vector = this._distanceAttenuationFactorsForElevationOffset; float num5 = ((vector.x + (this._distTarget * vector.y)) + ((this._distTarget * this._distTarget) * vector.z)) + (((this._distTarget * this._distTarget) * this._distTarget) * vector.w); num5 = 1f / Mathf.Max(1f, num5); this._cameraElevationOffset *= num5; if (!cameraState.followAvatarControlledRotate.active) { cameraState.TransitBaseState(cameraState.followAvatarState, false); } }
public FollowSuddenChange(MainCameraFollowState followState) : base(followState) { base.isSkippingBaseState = true; }
public FollowAvatarPoleState(MainCameraFollowState followState) : base(followState) { }
public FollowAvatarAndBossState(MainCameraFollowState followState) : base(followState) { this.needLPF = true; this._followPositions = new Vector3[60]; }
public FollowStandBy(MainCameraFollowState followState) : base(followState) { base.isSkippingBaseState = true; }
public FollowLookAtPosition(MainCameraFollowState followState) : base(followState) { this.MAX_FOLLOW_TIME = 2f; base.isSkippingBaseState = false; }
public FollowTimedPullZ(MainCameraFollowState followState) : base(followState) { base.isSkippingBaseState = false; }
public FollowAvatarStoryState(MainCameraFollowState followState) : base(followState) { }
public FollowAvatarAndCrowdState(MainCameraFollowState followState) : base(followState) { this._followPositions = new Vector3[60]; }
public FollowRotateToAvatarFacing(MainCameraFollowState followState) : base(followState) { base.isSkippingBaseState = true; }
public FollowRangeTransit(MainCameraFollowState followState) : base(followState) { base.isSkippingBaseState = false; }