public override Vector2 GetBoneOffset(BasicBeamController.BeamBone bone, BeamController sourceBeam, bool inverted)
        {
            float num2 = bone.PosX - this.oscillateOffsetPerSecond * (Time.timeSinceLevelLoad % 600000f);
            float to   = (this.pulseAmplitude * 1.666f) * Mathf.Sin(num2 * 3.14159274f / this.pulseWavelength * 4f);

            return(BraveMathCollege.DegreesToVector(bone.RotationAngle + 00f, Mathf.SmoothStep(0f, to, bone.PosX)));

            //return new Vector2(0f, 0f);
        }
 public static Vector2 GetBonePosition(this BasicBeamController beam, BasicBeamController.BeamBone bone)
 {
     if (!beam.UsesBones)
     {
         return(beam.Origin + BraveMathCollege.DegreesToVector(beam.Direction.ToAngle(), bone.PosX));
     }
     if (beam.ProjectileAndBeamMotionModule != null)
     {
         return(bone.Position + beam.ProjectileAndBeamMotionModule.GetBoneOffset(bone, beam, beam.projectile.Inverted));
     }
     return(bone.Position);
 }
Esempio n. 3
0
        public override Vector2 GetBoneOffset(BasicBeamController.BeamBone bone, BeamController sourceBeam, bool inverted)
        {
            Vector2 empty = Vector2.zero;

            return(empty);
        }