public static void UpdateTextures() { if (!FogOfWar.enable) { return; } FrameSynchr instance = Singleton <FrameSynchr> .get_instance(); float num = (float)((ulong)instance.CurFrameNum - (ulong)FogOfWar.commitFrame) * Singleton <GameFowManager> .get_instance().GPUInterpolateReciprocal; if (instance.bActive) { uint num2 = (uint)((Time.realtimeSinceStartup - instance.startFrameTime) * 1000f); num2 *= (uint)instance.FrameSpeed; uint num3 = instance.CurFrameNum * instance.FrameDelta; int num4 = (int)(num2 - num3); num4 -= instance.nJitterDelay; num4 = Mathf.Clamp(num4, 0, (int)instance.FrameDelta); num += (float)num4 / instance.FrameDelta * Singleton <GameFowManager> .get_instance().GPUInterpolateReciprocal; } num = Mathf.Clamp01(num); FogOfWar.fowMats[1].SetTexture("_FowTex0", FogOfWar.fowTextures[1]); FogOfWar.fowMats[1].SetTexture("_FowTex1", FogOfWar.fowTextures[0]); FogOfWar.fowMats[1].SetFloat("_Factor", num); FogOfWar.fowTextures[2].DiscardContents(); Graphics.Blit(null, FogOfWar.fowTextures[2], FogOfWar.fowMats[1]); RenderTexture.active = null; FogOfWar.fowMats[1].SetTexture("_FowTex0", null); FogOfWar.fowMats[1].SetTexture("_FowTex1", null); Shader.SetGlobalTexture("_FogOfWar", FogOfWar.fowTextures[2]); }
public void UpdateCurAnimState() { if (this.actor.ActorMesh == null || this.actor.ActorMeshAnimation == null || this.curAnimName == null || this.actor.ActorMeshAnimation.GetClip(this.curAnimName) == null) { return; } Animation actorMeshAnimation = this.actor.ActorMeshAnimation; FrameSynchr instance = Singleton <FrameSynchr> .GetInstance(); AnimationState animationState = actorMeshAnimation[this.curAnimName]; float num = (float)((instance.LogicFrameTick - this.curAnimPlayFrameTick) / 1000.0); if (animationState.wrapMode == WrapMode.Loop) { if (animationState.length == 0f) { num = 0f; } else { int num2 = (int)(num / animationState.length); num -= (float)num2 * animationState.length; } actorMeshAnimation.Play(this.curAnimName); animationState.time = num; } else { if (num >= animationState.length) { num = animationState.length; } animationState.time = num; } }
public float Update() { FrameSynchr instance = Singleton <FrameSynchr> .GetInstance(); if (instance.bActive) { long num3 = ((long)instance.LogicFrameTick) - this.startFrameTick; return(num3 * 0.001f); } this.curTime += Time.deltaTime; return(this.curTime); }
public float Update() { FrameSynchr instance = Singleton <FrameSynchr> .GetInstance(); float result; if (instance.bActive) { long logicFrameTick = (long)instance.LogicFrameTick; long num = logicFrameTick - this.startFrameTick; result = (float)num * 0.001f; } else { this.curTime += Time.deltaTime; result = this.curTime; } return(result); }