public void Rule0(float dt, BMark world) { switch (s0) { case -1: Abc = Abc; s0 = -1; return; default: return; } }
public void Rule2(float dt, BMark world) { switch (s2) { case -1: ___v221 = new UnityEngine.Vector3(dt, dt, dt); Rf = ___v221.magnitude; s2 = -1; return; default: return; } }
public void Rule8(float dt, BMark world) { switch (s8) { case -1: ___v286 = new UnityEngine.Vector2(dt, dt); Rf = ___v286.magnitude; s8 = -1; return; default: return; } }
public void Rule0(float dt, BMark world) { switch (s0) { case -1: ___d00 = ((1.1f) * (((dt) % (256)))); Rf = ((((((((((((((((((((((((((((((((((((((___d00) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00))) * (___d00)); s0 = -1; return; default: return; } }
public void Rule12(float dt, BMark world) { switch (s12) { case -1: ___v129 = Vector2.one; ___scale121 = UnityEngine.Vector2.Scale(___v129, new UnityEngine.Vector2(dt, dt)); Rf = ___scale121.x; s12 = -1; return; default: return; } }
public void Rule6(float dt, BMark world) { switch (s6) { case -1: ___v64 = Vector3.one; ___scale60 = UnityEngine.Vector3.Scale(___v64, new UnityEngine.Vector3(dt, dt, dt)); Rf = ___scale60.x; s6 = -1; return; default: return; } }
public void Rule11(float dt, BMark world) { switch (s11) { case -1: ___v118 = Vector2.one; ___v2119 = new UnityEngine.Vector2(dt, dt); ___mult111 = new UnityEngine.Vector2((___v118.x) * (___v2119.x), (___v118.y) * (___v2119.y)); Rf = ___mult111.x; s11 = -1; return; default: return; } }
public void Rule10(float dt, BMark world) { switch (s10) { case -1: ___v107 = Vector2.one; ___v2108 = new UnityEngine.Vector2(dt, dt); ___trans101 = ((___v107) + (___v2108)); Rf = ___trans101.x; s10 = -1; return; default: return; } }
public void Rule9(float dt, BMark world) { switch (s9) { case -1: ___v96 = Vector2.one; ___v297 = new UnityEngine.Vector2(dt, dt); ___sub91 = ((___v297) - (___v96)); Rf = ___sub91.x; s9 = -1; return; default: return; } }
public void Rule7(float dt, BMark world) { switch (s7) { case -1: ___v75 = Vector2.one; ___v275 = new UnityEngine.Vector2(dt, dt); ___dot71 = UnityEngine.Vector2.Dot(___v75, ___v275); Rf = ___dot71; s7 = -1; return; default: return; } }
public void Rule5(float dt, BMark world) { switch (s5) { case -1: ___v53 = Vector3.one; ___v254 = new UnityEngine.Vector3(dt, dt, dt); ___mult50 = new UnityEngine.Vector3((___v53.x) * (___v254.x), (___v53.y) * (___v254.y), (___v53.z) * (___v254.z)); Rf = ___mult50.x; s5 = -1; return; default: return; } }
public void Rule4(float dt, BMark world) { switch (s4) { case -1: ___v42 = Vector3.one; ___v243 = new UnityEngine.Vector3(dt, dt, dt); ___trans40 = ((___v42) + (___v243)); Rf = ___trans40.x; s4 = -1; return; default: return; } }
public void Rule3(float dt, BMark world) { switch (s3) { case -1: ___v31 = Vector3.one; ___v232 = new UnityEngine.Vector3(dt, dt, dt); ___sub30 = ((___v232) - (___v31)); Rf = ___sub30.x; s3 = -1; return; default: return; } }
public void Rule1(float dt, BMark world) { switch (s1) { case -1: ___v10 = Vector3.one; ___v210 = new UnityEngine.Vector3(dt, dt, dt); ___dot10 = UnityEngine.Vector3.Dot(___v10, ___v210); Rf = ___dot10; s1 = -1; return; default: return; } }
public void Update(float dt, BMark world) { frame = BMark.frame; this.Rule0(dt, world); this.Rule1(dt, world); this.Rule2(dt, world); this.Rule3(dt, world); this.Rule4(dt, world); this.Rule5(dt, world); this.Rule6(dt, world); this.Rule7(dt, world); this.Rule8(dt, world); this.Rule9(dt, world); this.Rule10(dt, world); this.Rule11(dt, world); this.Rule12(dt, world); }
public void Update(float dt, BMark world) { var t = System.DateTime.Now; this.Rule0(dt, world); }