public static bool IsInArea(
     Vector3 position,
     Quaternion rotation,
     Bounds bounds,
     LayerMask layerMask)
 {
     return(GamePhysics.CheckOBB(new OBB(position, rotation, bounds), ((LayerMask) ref layerMask).get_value(), (QueryTriggerInteraction)0));
 }
Esempio n. 2
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    public override bool CanConnect(Vector3 position, Quaternion rotation, Socket_Base socket, Vector3 socketPosition, Quaternion socketRotation)
    {
        if (!base.CanConnect(position, rotation, socket, socketPosition, socketRotation))
        {
            return(false);
        }
        Vector3 vector = Matrix4x4.TRS(position, rotation, Vector3.one).MultiplyPoint3x4(worldPosition);

        return(!GamePhysics.CheckOBB(new OBB(vector, new Vector3(2f, 0.5f, 2f), rotation), 2097152));
    }
Esempio n. 3
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    public static bool CheckOBB(OBB obb, int layerMask, ColliderInfo.Flags ignore)
    {
        if ((int)ignore == 0)
        {
            return(GamePhysics.CheckOBB(obb, layerMask, QueryTriggerInteraction.UseGlobal));
        }
        List <Collider> list = Pool.GetList <Collider>();

        GamePhysics.OverlapOBB(obb, list, layerMask, QueryTriggerInteraction.Ignore);
        bool flag = DeployVolume.CheckFlags(list, ignore);

        Pool.FreeList <Collider>(ref list);
        return(flag);
    }
Esempio n. 4
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    public static bool CheckOBB(OBB obb, int layerMask, ColliderInfo.Flags ignore)
    {
        if (ignore == (ColliderInfo.Flags) 0)
        {
            return(GamePhysics.CheckOBB(obb, layerMask, (QueryTriggerInteraction)0));
        }
        List <Collider> list = (List <Collider>)Pool.GetList <Collider>();

        GamePhysics.OverlapOBB(obb, list, layerMask, (QueryTriggerInteraction)1);
        int num = DeployVolume.CheckFlags(list, ignore) ? 1 : 0;

        // ISSUE: cast to a reference type
        Pool.FreeList <Collider>((List <M0>&) ref list);
        return(num != 0);
    }
Esempio n. 5
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 public bool DidCollide()
 {
     Transform[] array = collisionTestingPoints;
     foreach (Transform transform in array)
     {
         if (transform.gameObject.activeSelf)
         {
             Vector3    position = transform.position;
             Quaternion rotation = transform.rotation;
             if (GamePhysics.CheckOBB(new OBB(position, new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z), rotation), 1084293121, QueryTriggerInteraction.Ignore))
             {
                 return(true);
             }
         }
     }
     return(false);
 }
Esempio n. 6
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    protected override bool CanConnectToEntity(Construction.Target target)
    {
        Elevator elevator;

        if ((object)(elevator = target.entity as Elevator) != null && elevator.Floor >= MaxFloor)
        {
            return(false);
        }
        Vector3    vector     = target.GetWorldPosition();
        Quaternion quaternion = target.GetWorldRotation(true);

        if (GamePhysics.CheckOBB(new OBB(vector, new Vector3(2f, 0.5f, 2f), quaternion), 2097152))
        {
            return(false);
        }
        return(base.CanConnectToEntity(target));
    }
Esempio n. 7
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 public static bool IsInArea(Vector3 position, Quaternion rotation, Bounds bounds, LayerMask layerMask)
 {
     return(GamePhysics.CheckOBB(new OBB(position, rotation, bounds), layerMask.@value, QueryTriggerInteraction.UseGlobal));
 }
Esempio n. 8
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    protected override void VehicleFixedUpdate()
    {
        base.VehicleFixedUpdate();
        bool flag = EngineOn();

        if (EngineOn())
        {
            fuelSystem.TryUseFuel(UnityEngine.Time.fixedDeltaTime, fuelPerSec);
        }
        SetFlag(Flags.On, HasDriver() && GetFuelSystem().HasFuel());
        if (IsOn() != flag)
        {
            GameObject[] onTriggers = OnTriggers;
            for (int i = 0; i < onTriggers.Length; i++)
            {
                onTriggers[i].SetActive(IsOn());
            }
        }
        if (Vector3.Dot(base.transform.up, Vector3.down) >= 0.4f)
        {
            Kill(DestroyMode.Gib);
            return;
        }
        if (UnityEngine.Time.realtimeSinceStartup > lastDrivenTime + 14400f)
        {
            Kill(DestroyMode.Gib);
            return;
        }
        if (spawnOrigin != Vector3.zero && maxDistanceFromOrigin != 0f)
        {
            if (Vector3Ex.Distance2D(base.transform.position, spawnOrigin) > maxDistanceFromOrigin)
            {
                if (Vector3Ex.Distance2D(base.transform.position, lastDamagePos) > 6f)
                {
                    if (GetDriver() != null)
                    {
                        GetDriver().ShowToast(1, ReturnMessage);
                    }
                    Hurt(MaxHealth() * 0.15f, DamageType.Generic, this, false);
                    lastDamagePos    = base.transform.position;
                    nextSelfHealTime = UnityEngine.Time.realtimeSinceStartup + 3600f;
                    Effect.server.Run(selfDamageEffect.resourcePath, base.transform.position + Vector3.up * 2f, Vector3.up);
                    return;
                }
            }
            else if (base.healthFraction < 1f && UnityEngine.Time.realtimeSinceStartup > nextSelfHealTime && base.SecondsSinceAttacked > 600f)
            {
                Heal(1000f);
            }
        }
        if (!HasDriver() || !EngineOn())
        {
            handbrakeOn = true;
            throttle    = 0f;
            turnAmount  = 0f;
            SetFlag(Flags.Reserved10, false);
            SetFlag(Flags.Reserved5, false);
            SetMagnetEnabled(false);
        }
        else
        {
            lastDrivenTime = UnityEngine.Time.realtimeSinceStartup;
            if (Magnet.IsMagnetOn() && Magnet.HasConnectedObject() && GamePhysics.CheckOBB(Magnet.GetConnectedOBB(0.75f), 1084293121, QueryTriggerInteraction.Ignore))
            {
                SetMagnetEnabled(false);
                nextToggleTime = UnityEngine.Time.realtimeSinceStartup + 2f;
                Effect.server.Run(selfDamageEffect.resourcePath, Magnet.transform.position, Vector3.up);
            }
        }
        extensionDirection = Mathf.MoveTowards(extensionDirection, 0f, UnityEngine.Time.fixedDeltaTime * 3f);
        yawDirection       = Mathf.MoveTowards(yawDirection, 0f, UnityEngine.Time.fixedDeltaTime * 3f);
        raiseArmDirection  = Mathf.MoveTowards(raiseArmDirection, 0f, UnityEngine.Time.fixedDeltaTime * 3f);
        bool flag2 = extensionDirection != 0f || raiseArmDirection != 0f || yawDirection != 0f;

        SetFlag(Flags.Reserved7, flag2);
        magnetDamage.damageEnabled = IsOn() && flag2;
        extensionArmState         += extensionDirection * arm1Speed * UnityEngine.Time.fixedDeltaTime;
        raiseArmState    += raiseArmDirection * arm2Speed * UnityEngine.Time.fixedDeltaTime;
        yawState         += yawDirection * turnYawSpeed * UnityEngine.Time.fixedDeltaTime;
        extensionArmState = Mathf.Clamp(extensionArmState, -1f, 1f);
        raiseArmState     = Mathf.Clamp(raiseArmState, -1f, 1f);
        UpdateAnimator(false);
        Magnet.MagnetThink(UnityEngine.Time.fixedDeltaTime);
        float num  = throttle;
        float num2 = throttle;

        if (turnAmount == 1f)
        {
            num  = -1f;
            num2 = 1f;
        }
        else if (turnAmount == -1f)
        {
            num  = 1f;
            num2 = -1f;
        }
        UpdateMotorSpeed(num * engineStrength, num2 * engineStrength, handbrakeOn ? brakeStrength : 0f);
    }