private static Vector3 CalculateCollisionPoint(Vector3 targetPosition, Vector3 cameraDirection, float rayLength, GameObject exlusionGameObject, out bool hasCollision) { RaycastHit hit; Vector3 vector = new Vector3(); int layerMask = LayerMasksUtils.RemoveLayerFromMask(LayerMasks.STATIC, exlusionGameObject.layer); hasCollision = Physics.Raycast(targetPosition, -cameraDirection, out hit, rayLength, layerMask); return(!hasCollision ? (targetPosition - (cameraDirection * rayLength)) : (hit.point + (0.5f * hit.normal))); }
public static Vector3 CalculateCameraPosition(Transform target, BaseRendererComponent tankRendererComponent, Vector3 tankBoundsCenter, BezierPosition bezierPosition, CameraData cameraData, Vector3 cameraOffset, float additionalAngle) { GameObject gameObject = target.gameObject; Vector3 position = target.position; Vector3 localPosition = target.parent.localPosition; float z = tankRendererComponent.Mesh.bounds.extents.z; float num3 = z * Mathf.Max((float)0f, (float)((z - 1.2f) / 1.981962f)); if (target.parent != null) { Vector3 vector4 = target.parent.InverseTransformPoint(tankBoundsCenter); num3 -= vector4.z - localPosition.z; } Vector3 vector5 = new Vector3(0f, 0f, -num3); Quaternion quaternion = Quaternion.Euler(target.rotation.eulerAngles + new Vector3(0f, additionalAngle, 0f)); Vector3 vector6 = (Vector3)(quaternion * (vector5 - new Vector3(0f, 0f, localPosition.z))); Vector3 targetPosition = (position + (quaternion * (localPosition + cameraOffset))) + (Vector3.up * 0.2f); bool hasCollision = false; bool flag2 = false; Vector3 vector11 = CalculateCollisionPoint(targetPosition, CalculateCameraDirection(bezierPosition.GetCameraHeight() / bezierPosition.GetCameraHorizontalDistance(), (Vector3)(Quaternion.Euler(new Vector3(0f, additionalAngle, 0f)) * target.forward)), bezierPosition.GetDistanceToPivot(), gameObject, out hasCollision); float magnitude = (targetPosition - vector11).magnitude; cameraData.collisionDistanceRatio = magnitude / bezierPosition.GetDistanceToPivot(); if (magnitude < 3f) { float rayLength = 3f - magnitude; vector11 = CalculateCollisionPoint(vector11, -Vector3.up, rayLength, gameObject, out flag2); } else { RaycastHit hit; int layerMask = LayerMasksUtils.RemoveLayerFromMask(LayerMasks.STATIC, gameObject.layer); Vector3 normalized = vector6.normalized; vector11 = !Physics.Raycast(vector11, normalized, out hit, vector6.magnitude, layerMask) ? (vector11 + vector6) : (vector11 + (Mathf.Max((float)(hit.distance - 0.5f), (float)0f) * normalized)); } return(vector11); }