protected void CorFleetAnchorDifPosition() { BattleField battleField = BattleTaskManager.GetBattleField(); Vector3 to = (!_listBattleShips[0].shipModel.IsFriend()) ? _listBattleShips[1].transform.position : _listBattleShips[0].transform.position; Vector3 to2 = _listBattleShips[0].shipModel.IsFriend() ? _listBattleShips[1].transform.position : _listBattleShips[0].transform.position; Vector3 vector = Mathe.Direction(Vector3.zero, to); Vector3 vector2 = Mathe.Direction(Vector3.zero, to2); battleField.dicFleetAnchor[FleetType.Friend].transform.AddPosX(0f - vector.x); battleField.dicFleetAnchor[FleetType.Enemy].transform.AddPosX(0f - vector2.x); }
protected void CorFleetAnchorDifPosition() { BattleField battleField = BattleTaskManager.GetBattleField(); Vector3 to = (!this._listBattleShips.get_Item(0).shipModel.IsFriend()) ? this._listBattleShips.get_Item(1).get_transform().get_position() : this._listBattleShips.get_Item(0).get_transform().get_position(); Vector3 to2 = this._listBattleShips.get_Item(0).shipModel.IsFriend() ? this._listBattleShips.get_Item(1).get_transform().get_position() : this._listBattleShips.get_Item(0).get_transform().get_position(); Vector3 vector = Mathe.Direction(Vector3.get_zero(), to); Vector3 vector2 = Mathe.Direction(Vector3.get_zero(), to2); battleField.dicFleetAnchor.get_Item(FleetType.Friend).get_transform().AddPosX(-vector.x); battleField.dicFleetAnchor.get_Item(FleetType.Enemy).get_transform().AddPosX(-vector2.x); }
private void CalcDirection(Vector3 from, Vector3 to) { int num = Math.Sign(Mathe.Direction(from, to).x); if (num == -1) { this._iStartDirection = UISortieShip.Direction.Left; this._uiAircraft.get_transform().localEulerAnglesY(180f); } else if (num == 1) { this._iStartDirection = UISortieShip.Direction.Right; this._uiAircraft.get_transform().localEulerAnglesY(0f); } }
private void CalcDirection(Vector3 from, Vector3 to) { Vector3 vector = Mathe.Direction(from, to); switch (Math.Sign(vector.x)) { case -1: _iStartDirection = UISortieShip.Direction.Left; _uiAircraft.transform.localEulerAnglesY(180f); break; case 1: _iStartDirection = UISortieShip.Direction.Right; _uiAircraft.transform.localEulerAnglesY(0f); break; } }
public void Extend(bool isVec, Action callback) { _actCallback = callback; base.transform.LookAt(_vecTorpedoTarget); Vector3 vector = Mathe.Direction(base.transform.position, _vecTorpedoTarget); Hashtable hashtable = new Hashtable(); if (isVec) { hashtable.Add("z", vector.z); } else { hashtable.Add("z", vector.z * -1f); } hashtable.Add("isLocal", false); hashtable.Add("time", _moveTime); hashtable.Add("delay", _delayTime); hashtable.Add("easeType", iTween.EaseType.linear); base.gameObject.ScaleTo(hashtable); }
protected virtual void _initCameraState() { this._fYAxisLimit = 0f; this._fSmoothCorrectionY = 0f; this._isThroughMaxY = false; CameraActor.ViewMode iViewMode = this._iViewMode; switch (iViewMode + 1) { case CameraActor.ViewMode.FixChasing: base.get_transform().set_position(this._vSrcPos); base.get_transform().set_rotation(this._quaSrcRot); this._vSmoothVelocity = Vector3.get_zero(); break; case CameraActor.ViewMode.FixChasingRot: base.get_transform().set_position(this._vDestPos); base.get_transform().LookAt(this._vPointOfGaze); break; case CameraActor.ViewMode.ZoomChasing: base.get_transform().set_position(this._vSrcPos); this._quaTempRot = base.get_transform().get_rotation(); break; case CameraActor.ViewMode.ZoomChasingUp: { float num = this._fSmoothDistance / Vector3.Distance(this._vPointOfGaze, base.get_transform().get_position()); this._vDestPos = this._vPointOfGaze + (base.get_transform().get_position() - this._vPointOfGaze) * num; this._vSmoothVelocity = Vector3.get_zero(); this._fSmoothTime = 0.2f; this._isAdjust = false; base.get_transform().LookAt(this._vPointOfGaze); break; } case CameraActor.ViewMode.SmoothMove: { float num2 = this._fSmoothDistance / Vector3.Distance(this._vPointOfGaze, base.get_transform().get_position()); this._vDestPos = this._vPointOfGaze + (base.get_transform().get_position() - this._vPointOfGaze) * num2; this._vSmoothVelocity = Vector3.get_zero(); this._fSmoothTime = 0.2f; this._isAdjust = false; this._fAdjustY = base.get_transform().get_position().y + 10f; base.get_transform().LookAt(this._vPointOfGaze); break; } case CameraActor.ViewMode.SmoothMoveKI2ndEdition: case CameraActor.ViewMode.FixedPositionChasing: base.get_transform().set_position(this._vSrcPos); base.get_transform().set_rotation(this._quaSrcRot); break; case CameraActor.ViewMode.RotateAroundObject: base.get_transform().set_position(this._vPointOfGaze + base.get_transform().TransformDirection(Vector3.get_back() * this._fSmoothDistance)); base.get_transform().set_rotation(this._quaDestRot); this._vSmoothVelocity = Vector3.get_zero(); this._fSmoothTime = 0.1f; this._fSmoothCorrectionY = 6f; break; case CameraActor.ViewMode.Rotation: { Vector3 vector = Mathe.Direction(this._vPointOfGaze, this._vDestPos); Vector3 vector2 = this._quaDestRot * vector; base.get_transform().set_position(this._vPointOfGaze + vector2); base.get_transform().LookAt(this._vPointOfGaze); this._vSmoothVelocity = Vector3.get_zero(); break; } case CameraActor.ViewMode.Bezier: base.get_transform().set_position(this._vSrcPos); base.get_transform().set_rotation(this._quaSrcRot); break; case (CameraActor.ViewMode) 11: this.eyePosition = this._vSrcPos; this.eyeRotation = this._quaSrcRot; this._fBezierTime = 0f; break; } }
public static Vector2 NormalizeDirection(Vector2 from, Vector2 to) { return(Mathe.Direction(from, to).get_normalized()); }
protected virtual void _initCameraState() { _fYAxisLimit = 0f; _fSmoothCorrectionY = 0f; _isThroughMaxY = false; switch (_iViewMode) { case ViewMode.NotViewModeCtrl: break; case ViewMode.Fix: base.transform.position = _vSrcPos; base.transform.rotation = _quaSrcRot; _vSmoothVelocity = Vector3.zero; break; case ViewMode.FixChasing: base.transform.position = _vDestPos; base.transform.LookAt(_vPointOfGaze); break; case ViewMode.FixChasingRot: base.transform.position = _vSrcPos; _quaTempRot = base.transform.rotation; break; case ViewMode.ZoomChasing: { float d2 = _fSmoothDistance / Vector3.Distance(_vPointOfGaze, base.transform.position); _vDestPos = _vPointOfGaze + (base.transform.position - _vPointOfGaze) * d2; _vSmoothVelocity = Vector3.zero; _fSmoothTime = 0.2f; _isAdjust = false; base.transform.LookAt(_vPointOfGaze); break; } case ViewMode.ZoomChasingUp: { float d = _fSmoothDistance / Vector3.Distance(_vPointOfGaze, base.transform.position); _vDestPos = _vPointOfGaze + (base.transform.position - _vPointOfGaze) * d; _vSmoothVelocity = Vector3.zero; _fSmoothTime = 0.2f; _isAdjust = false; Vector3 position = base.transform.position; _fAdjustY = position.y + 10f; base.transform.LookAt(_vPointOfGaze); break; } case ViewMode.SmoothMove: case ViewMode.SmoothMoveKI2ndEdition: base.transform.position = _vSrcPos; base.transform.rotation = _quaSrcRot; break; case ViewMode.FixedPositionChasing: base.transform.position = _vPointOfGaze + base.transform.TransformDirection(Vector3.back * _fSmoothDistance); base.transform.rotation = _quaDestRot; _vSmoothVelocity = Vector3.zero; _fSmoothTime = 0.1f; _fSmoothCorrectionY = 6f; break; case ViewMode.RotateAroundObject: { Vector3 point = Mathe.Direction(_vPointOfGaze, _vDestPos); Vector3 b = _quaDestRot * point; base.transform.position = _vPointOfGaze + b; base.transform.LookAt(_vPointOfGaze); _vSmoothVelocity = Vector3.zero; break; } case ViewMode.Rotation: base.transform.position = _vSrcPos; base.transform.rotation = _quaSrcRot; break; case ViewMode.Bezier: eyePosition = _vSrcPos; eyeRotation = _quaSrcRot; _fBezierTime = 0f; break; } }