Esempio n. 1
0
    // Token: 0x06000105 RID: 261 RVA: 0x00007CFC File Offset: 0x00005EFC
    private int FindBestStepEffect(FootStep.GroundMaterial material, FootStep.MotionType motion)
    {
        FootStep.StepEffect stepEffect = null;
        int result = -1;

        for (int i = 0; i < this.m_effects.Count; i++)
        {
            FootStep.StepEffect stepEffect2 = this.m_effects[i];
            if (((stepEffect2.m_material & material) != FootStep.GroundMaterial.None || (stepEffect == null && (stepEffect2.m_material & FootStep.GroundMaterial.Default) != FootStep.GroundMaterial.None)) && (stepEffect2.m_motionType & motion) != (FootStep.MotionType) 0)
            {
                stepEffect = stepEffect2;
                result     = i;
            }
        }
        return(result);
    }
Esempio n. 2
0
 // Token: 0x06000100 RID: 256 RVA: 0x00007948 File Offset: 0x00005B48
 private void DoEffect(FootStep.StepEffect effect, Vector3 point)
 {
     foreach (GameObject gameObject in effect.m_effectPrefabs)
     {
         GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject, point, base.transform.rotation);
         FootStep.m_stepInstances.Enqueue(gameObject2);
         if (gameObject2.GetComponent <ZNetView>() != null)
         {
             ZLog.LogWarning(string.Concat(new string[]
             {
                 "Foot step effect ",
                 effect.m_name,
                 " prefab ",
                 gameObject.name,
                 " in ",
                 this.m_character.gameObject.name,
                 " should not contain a ZNetView component"
             }));
         }
     }
     FootStep.PurgeOldEffects();
 }
Esempio n. 3
0
 // Token: 0x06000101 RID: 257 RVA: 0x000079FC File Offset: 0x00005BFC
 private void RPC_Step(long sender, int effectIndex, Vector3 point)
 {
     FootStep.StepEffect effect = this.m_effects[effectIndex];
     this.DoEffect(effect, point);
 }