public void UpdateCall(int ptnNo) { if (ptnNo >= this.neckTypeStates.Length) { ptnNo = 0; } if (this.lookType != this.neckTypeStates[ptnNo].lookType) { this.lookType = this.neckTypeStates[ptnNo].lookType; this.changeTypeTimer = 0.0f; for (int index = 0; index < this.aBones.Length; ++index) { this.aBones[index].fixAngleBackup = this.aBones[index].fixAngle; } if (this.lookType == NECK_LOOK_TYPE_VER2.FORWARD) { for (int index = 0; index < this.aBones.Length; ++index) { this.aBones[index].angleH = 0.0f; this.aBones[index].angleV = 0.0f; } } } if (this.lookType != NECK_LOOK_TYPE_VER2.TARGET) { return; } for (int index = 0; index < this.aBones.Length; ++index) { this.aBones[index].backupLocalRotaionByTarget = this.aBones[index].neckBone.get_localRotation(); this.aBones[index].neckBone.set_localRotation(this.aBones[index].fixAngle); } }
public static void SetNeckLook(this ChaControl chara, NECK_LOOK_TYPE_VER2 necktype) { for(int i = 0; i < chara.neckLookCtrl.neckLookScript.neckTypeStates.Length; i++) { if(chara.neckLookCtrl.neckLookScript.neckTypeStates[i].lookType == necktype) chara.neckLookCtrl.ptnNo = i; } }
private void Backup(ChaInfo body) { lastFOV = Camera.main.fieldOfView; lastNearClip = Camera.main.nearClipPlane; lastRotation = Camera.main.transform.rotation; lastPosition = Camera.main.transform.position; lastDOF = DepthOfField; hideObstacle = Shield; lastNeck = GetNeckLook(body); }
private void SetNeckLook(NECK_LOOK_TYPE_VER2 necktype) { for (int i = 0; i < currentBody.neckLookCtrl.neckLookScript.neckTypeStates.Length; i++) { if (currentBody.neckLookCtrl.neckLookScript.neckTypeStates[i].lookType == necktype) { currentBody.neckLookCtrl.ptnNo = i; return; } } }
public void Init() { foreach (NeckObjectVer2 aBone in this.aBones) { if (Object.op_Equality((Object)aBone.referenceCalc, (Object)null)) { aBone.referenceCalc = ((Component)this).get_transform(); } aBone.angleH = 0.0f; aBone.angleV = 0.0f; aBone.angleHRate = 0.0f; aBone.angleVRate = 0.0f; } this.lookType = NECK_LOOK_TYPE_VER2.ANIMATION; this.initEnd = true; }
private void Apply(ChaControl chara) { currentChara = chara; backupFov = Camera.main.fieldOfView; backupNearClip = Camera.main.nearClipPlane; backupRot = Camera.main.transform.rotation; backupPos = Camera.main.transform.position; backupDOF = DepthOfField; backupShield = Shield; backupNeck = currentChara.GetNeckLook(); FindBones(); angle = Vector2.zero; rot = Vector3.zero; CameraEnabled = false; povActive = true; }