public override void Do() { base.Do(); int num1 = 1; string[] args1 = this.args; int index1 = num1; int num2 = index1 + 1; float shape = float.Parse(args1[index1]); Dictionary <string, Vector3> v3Dic = this.scenario.commandController.V3Dic; Dictionary <string, Vector3> dictionary1 = v3Dic; string[] args2 = this.args; int index2 = num2; int num3 = index2 + 1; string index3 = args2[index2]; Vector3 min = dictionary1[index3]; Dictionary <string, Vector3> dictionary2 = v3Dic; string[] args3 = this.args; int index4 = num3; int num4 = index4 + 1; string index5 = args3[index4]; Vector3 max = dictionary2[index5]; v3Dic[this.answer] = MathfEx.GetShapeLerpPositionValue(shape, min, max); }
public bool Calculate(IEnumerable <CharaData> datas, out Vector3 pos, out Vector3 ang) { if (datas == null || !datas.Any <CharaData>()) { pos = Vector3.get_zero(); ang = Vector3.get_zero(); return(false); } float shape = datas.Average <CharaData>((Func <CharaData, float>)(item => item.chaCtrl.GetShapeBodyValue(0))); pos = MathfEx.GetShapeLerpPositionValue(shape, this.pos.min, this.pos.max); ang = MathfEx.GetShapeLerpAngleValue(shape, this.ang.min, this.ang.max); return(true); }
private void Calculate() { if (!((IEnumerable <ChaControl>) this._chaCtrlList).Any <ChaControl>()) { return; } float shape = ((IEnumerable <ChaControl>) this._chaCtrlList).Average <ChaControl>((Func <ChaControl, float>)(p => p.GetShapeBodyValue(0))); ((Component)this).get_transform().SetPositionAndRotation(Vector3.op_Addition(this.basePos, ((Component)this).get_transform().get_parent().TransformDirection(MathfEx.GetShapeLerpPositionValue(shape, this._minPos, this._maxPos))), Quaternion.Euler(Vector3.op_Addition(this.baseAng, MathfEx.GetShapeLerpAngleValue(shape, this._minAng, this._maxAng)))); }