private void _GenerateSPSPrims(BinaryReader reader, Int32 spsOffset) { this.spsPrims.Clear(); BattleSPS.FieldSPSPrim item = default(BattleSPS.FieldSPSPrim); reader.BaseStream.Seek((Int64)spsOffset, SeekOrigin.Begin); Camera camera = Camera.main ? Camera.main : GameObject.Find("Battle Camera").GetComponent <BattleMapCameraController>().GetComponent <Camera>(); Vector3 a = camera.worldToCameraMatrix.inverse.GetColumn(3); Single num = Vector3.Distance(a, base.transform.localPosition); Single num2 = 1f / (num * this.spsDistance * BattleSPS.spsK); if (num2 < 0.33f) { num2 = 0.33f; } for (Int32 i = 0; i < this.works.primCount; i++) { item.code = this.works.code; item.tpage = this.works.tpage; item.clut = this.works.clut; Int32 num3 = (Int32)reader.ReadSByte(); Int32 num4 = (Int32)reader.ReadSByte(); num3 <<= 2; num4 = (Int32)((Single)num4 * num2); num3 = (Int32)((Single)num3 * num2); Int32 num5 = num3 - this.works.h; Int32 num6 = num3 + this.works.h; num4 <<= 2; Int32 num7 = num4 - this.works.w; num4 += this.works.w; num5 &= 65535; num6 &= 65535; num7 <<= 16; num4 <<= 16; Int32toSByteConverter int32toSByteConverter = num5 | num7; item.v0 = new Vector3((Single)((Int32)int32toSByteConverter.SByte2 << 8 | (Int32)((Byte)int32toSByteConverter.SByte1)), (Single)((Int32)int32toSByteConverter.SByte4 << 8 | (Int32)((Byte)int32toSByteConverter.SByte3)), 0f); int32toSByteConverter = (num6 | num7); item.v1 = new Vector3((Single)((Int32)int32toSByteConverter.SByte2 << 8 | (Int32)((Byte)int32toSByteConverter.SByte1)), (Single)((Int32)int32toSByteConverter.SByte4 << 8 | (Int32)((Byte)int32toSByteConverter.SByte3)), 0f); int32toSByteConverter = (num5 | num4); item.v2 = new Vector3((Single)((Int32)int32toSByteConverter.SByte2 << 8 | (Int32)((Byte)int32toSByteConverter.SByte1)), (Single)((Int32)int32toSByteConverter.SByte4 << 8 | (Int32)((Byte)int32toSByteConverter.SByte3)), 0f); int32toSByteConverter = (num6 | num4); item.v3 = new Vector3((Single)((Int32)int32toSByteConverter.SByte2 << 8 | (Int32)((Byte)int32toSByteConverter.SByte1)), (Single)((Int32)int32toSByteConverter.SByte4 << 8 | (Int32)((Byte)int32toSByteConverter.SByte3)), 0f); num5 = (Int32)reader.ReadByte(); Int64 position = reader.BaseStream.Position; num7 = (num5 & 15); num7 <<= 1; num7 += this.works.pt; reader.BaseStream.Seek((Int64)num7, SeekOrigin.Begin); num6 = (Int32)reader.ReadUInt16(); Int32 num8 = (Int32)((UInt32)this.works.h >> 1); num7 = (num6 & 255); num6 = (Int32)((UInt32)num6 >> 8); num4 = num7 + num8; num8 = (Int32)((UInt32)this.works.w >> 1); num3 = num6 + num8; num6 <<= 8; num3 <<= 8; num8 = (num7 | num6); item.uv0 = new Vector2((Single)(num8 & 255), (Single)(num8 >> 8 & 255)); num8 = (num4 | num6); item.uv1 = new Vector2((Single)(num8 & 255), (Single)(num8 >> 8 & 255)); num8 = (num7 | num3); item.uv2 = new Vector2((Single)(num8 & 255), (Single)(num8 >> 8 & 255)); num8 = (num4 | num3); item.uv3 = new Vector2((Single)(num8 & 255), (Single)(num8 >> 8 & 255)); num3 = (Int32)((UInt32)num5 >> 4); num3 <<= 2; num3 += this.works.rgb; reader.BaseStream.Seek((Int64)num3, SeekOrigin.Begin); num5 = (Int32)reader.ReadUInt16(); num7 = (Int32)reader.ReadSByte(); num7 <<= 16; num5 |= num7; if (this.works.fade >= 0) { UInt32 num9 = (UInt32)this.works.fade; num7 = (num5 & 255); UInt32 num10 = (UInt32)num7; num6 = (Int32)((UInt32)num5 >> 8); num6 &= 255; UInt32 num11 = (UInt32)num6; num7 = (Int32)((UInt32)num5 >> 16); num7 &= 255; UInt32 num12 = (UInt32)num7; num10 = num10 * num9 >> 10; num11 = num11 * num9 >> 10; num12 = num12 * num9 >> 10; num10 = (UInt32)Mathf.Clamp(num10, -32768f, 32767f); num11 = (UInt32)Mathf.Clamp(num11, -32768f, 32767f); num12 = (UInt32)Mathf.Clamp(num12, -32768f, 32767f); item.color = new Color(num10 / 255f, num11 / 255f, num12 / 255f, 1f); } else { num7 = (num5 & 255); UInt32 num10 = (UInt32)num7; num6 = (Int32)((UInt32)num5 >> 8); num6 &= 255; UInt32 num11 = (UInt32)num6; num7 = (Int32)((UInt32)num5 >> 16); num7 &= 255; UInt32 num12 = (UInt32)num7; item.color = new Color(num10 / 255f, num11 / 255f, num12 / 255f, 1f); } item.otz = 0; this.spsPrims.Add(item); reader.BaseStream.Seek(position, SeekOrigin.Begin); } }
private void _GenerateSPSMesh() { if (this.spsPrims.Count == 0) { return; } Single num = (Single)this.scale / 4096f; base.transform.localScale = new Vector3(-num, -num, num); base.transform.localRotation = Quaternion.Euler(this.rot.x, this.rot.y, this.rot.z); base.transform.localPosition = this.pos; Camera camera = Camera.main ? Camera.main : GameObject.Find("Battle Camera").GetComponent <BattleMapCameraController>().GetComponent <Camera>(); Vector3 a = camera.worldToCameraMatrix.inverse.GetColumn(3); Single num2 = Vector3.Distance(a, this.pos); Single num3 = num2 * this.spsScale * BattleSPS.spsK; if (num3 > 3f) { num3 = 3f; } base.transform.localScale *= num3; Matrix4x4 inverse = camera.worldToCameraMatrix.inverse; Vector3 vector = inverse.MultiplyVector(Vector3.forward); Vector3 rhs = inverse.MultiplyVector(Vector3.right); Vector3 a2 = Vector3.Cross(vector, rhs); base.transform.LookAt(base.transform.position + vector, -a2); Single d = 0.00390625f; this._vertices.Clear(); this._colors.Clear(); this._uv.Clear(); this._indices.Clear(); for (Int32 i = 0; i < this.spsPrims.Count; i++) { BattleSPS.FieldSPSPrim fieldSPSPrim = this.spsPrims[i]; Vector3 b = new Vector3(0f, 0f, (Single)(this.spsPrims.Count - i) / 100f); Int32 count = this._vertices.Count; Vector3 v = fieldSPSPrim.v0; Vector3 v2 = fieldSPSPrim.v1; Vector3 v3 = fieldSPSPrim.v2; Vector3 v4 = fieldSPSPrim.v3; this._vertices.Add(v + b); this._vertices.Add(v2 + b); this._vertices.Add(v3 + b); this._vertices.Add(v4 + b); this._colors.Add(fieldSPSPrim.color); this._colors.Add(fieldSPSPrim.color); this._colors.Add(fieldSPSPrim.color); this._colors.Add(fieldSPSPrim.color); this._uv.Add(fieldSPSPrim.uv0 * d); this._uv.Add(fieldSPSPrim.uv1 * d); this._uv.Add(fieldSPSPrim.uv2 * d); this._uv.Add(fieldSPSPrim.uv3 * d); this._indices.Add(count); this._indices.Add(count + 1); this._indices.Add(count + 2); this._indices.Add(count + 1); this._indices.Add(count + 3); this._indices.Add(count + 2); } Mesh mesh = this.meshFilter.mesh; mesh.Clear(); mesh.vertices = this._vertices.ToArray(); mesh.colors = this._colors.ToArray(); mesh.uv = this._uv.ToArray(); mesh.triangles = this._indices.ToArray(); this.meshFilter.mesh = mesh; BattleSPS.FieldSPSPrim fieldSPSPrim2 = this.spsPrims[0]; PSXTexture texture = PSXTextureMgr.GetTexture(fieldSPSPrim2.FlagTP, fieldSPSPrim2.FlagTY, fieldSPSPrim2.FlagTX, fieldSPSPrim2.FlagClutY, fieldSPSPrim2.FlagClutX); texture.SetFilter(FilterMode.Bilinear); Int32 num4 = (Int32)((this.arate >= 4) ? 4 : this.arate); this.materials[num4].mainTexture = BattleSPSSystem.statusTextures[this.refNo].textures[0]; this.meshRenderer.material = this.materials[num4]; if (this.spsActor != (UnityEngine.Object)null) { this.spsActor.spsPos = this.pos; } }