void Update() { if (GetComponent <Renderer>() == null || GetComponent <Renderer>().sharedMaterial == null) { enabled = false; return; } if (0 < m_fDelayTime) { if (GetEngineTime() < m_fStartTime + m_fDelayTime) { return; } m_fDelayTime = 0; m_fStartTime = 0; InitTrailObject(); } if (m_bEmit && 0 < m_fEmitTime && m_fStopTime == 0) { if (m_fStartTime + m_fEmitTime < GetEngineTime()) { if (m_bSmoothHide) { m_fStopTime = GetEngineTime(); } else { m_bEmit = false; } } } if (0 < m_fStopTime && m_fLifeTime < (GetEngineTime() - m_fStopTime)) { m_bEmit = false; } if (!m_bEmit && m_Points.Count == 0 && m_bAutoDestruct) { Destroy(m_TrialObject); Destroy(gameObject); } // // early out if there is no camera // if (!Camera.main) return; // if we have moved enough, create a new vertex and make sure we rebuild the mesh float theDistance = (m_LastPosition - transform.position).magnitude; if (m_bEmit) { if (theDistance > m_fMinVertexDistance) { bool make = false; if (m_Points.Count < 3) { make = true; } else { //Vector3 l1 = m_Points[m_Points.Count - 2].basePosition - m_Points[m_Points.Count - 3].basePosition; //Vector3 l2 = m_Points[m_Points.Count - 1].basePosition - m_Points[m_Points.Count - 2].basePosition; Vector3 l1 = m_Points[m_Points.Count - 2].basePosition - m_Points[m_Points.Count - 3].basePosition; Vector3 l2 = m_Points[m_Points.Count - 1].basePosition - m_Points[m_Points.Count - 2].basePosition; if (Vector3.Angle(l1, l2) > m_fMaxAngle || theDistance > m_fMaxVertexDistance) { make = true; } } if (make) { Point p = new Point(); p.basePosition = m_base.position; p.tipPosition = GetTipPoint(); if (0 < m_fStopTime) { p.timeCreated = GetEngineTime() - (GetEngineTime() - m_fStopTime); } else { p.timeCreated = GetEngineTime(); } m_Points.Add(p); m_LastPosition = transform.position; if (m_bInterpolation) { if (m_Points.Count == 1) { m_SmoothedPoints.Add(p); } else if (1 < m_Points.Count) { // add 1+m_nSubdivisions for every possible pair in the m_Points for (int n = 0; n < 1 + m_nSubdivisions; ++n) { m_SmoothedPoints.Add(p); } } // we use 4 control points for the smoothing int nMinSmoothCount = 2; if (nMinSmoothCount <= m_Points.Count) { int nSampleCount = Mathf.Min(m_nMaxSmoothCount, m_Points.Count); Vector3[] tipPoints = new Vector3[nSampleCount]; for (int n = 0; n < nSampleCount; n++) { tipPoints[n] = m_Points[m_Points.Count - (nSampleCount - n)].basePosition; } // IEnumerable<Vector3> smoothTip = NcInterpolate.NewBezier(NcInterpolate.Ease(NcInterpolate.EaseType.Linear), tipPoints, m_nSubdivisions); IEnumerable <Vector3> smoothTip = NgInterpolate.NewCatmullRom(tipPoints, m_nSubdivisions, false); Vector3[] basePoints = new Vector3[nSampleCount]; for (int n = 0; n < nSampleCount; n++) { basePoints[n] = m_Points[m_Points.Count - (nSampleCount - n)].tipPosition; } // IEnumerable<Vector3> smoothBase = NcInterpolate.NewBezier(NcInterpolate.Ease(NcInterpolate.EaseType.Linear), basePoints, m_nSubdivisions); IEnumerable <Vector3> smoothBase = NgInterpolate.NewCatmullRom(basePoints, m_nSubdivisions, false); List <Vector3> smoothTipList = new List <Vector3>(smoothTip); List <Vector3> smoothBaseList = new List <Vector3>(smoothBase); float firstTime = m_Points[m_Points.Count - nSampleCount].timeCreated; float secondTime = m_Points[m_Points.Count - 1].timeCreated; //Debug.Log(" smoothTipList.Count: " + smoothTipList.Count); for (int n = 0; n < smoothTipList.Count; ++n) { int idx = m_SmoothedPoints.Count - (smoothTipList.Count - n); // there are moments when the m_SmoothedPoints are lesser // than what is required, when elements from it are removed if (-1 < idx && idx < m_SmoothedPoints.Count) { Point sp = new Point(); sp.tipPosition = smoothBaseList[n]; sp.basePosition = smoothTipList[n]; sp.timeCreated = Mathf.Lerp(firstTime, secondTime, n / (float)(smoothTipList.Count)); m_SmoothedPoints[idx] = sp; } //else //{ // Debug.LogError(idx + "/" + m_SmoothedPoints.Count); //} } } } } else { m_Points[m_Points.Count - 1].tipPosition = GetTipPoint(); m_Points[m_Points.Count - 1].basePosition = m_base.position; //m_Points[m_Points.Count - 1].timeCreated = GetEngineTime(); if (m_bInterpolation) { m_SmoothedPoints[m_SmoothedPoints.Count - 1].tipPosition = GetTipPoint(); m_SmoothedPoints[m_SmoothedPoints.Count - 1].basePosition = m_base.position; } } } else { if (m_Points.Count > 0) { m_Points[m_Points.Count - 1].tipPosition = GetTipPoint(); m_Points[m_Points.Count - 1].basePosition = m_base.position; //m_Points[m_Points.Count - 1].timeCreated = GetEngineTime(); } if (m_bInterpolation) { if (m_SmoothedPoints.Count > 0) { m_SmoothedPoints[m_SmoothedPoints.Count - 1].tipPosition = GetTipPoint(); m_SmoothedPoints[m_SmoothedPoints.Count - 1].basePosition = m_base.position; } } } } if (!m_bEmit && m_bLastFrameEmit && m_Points.Count > 0) { m_Points[m_Points.Count - 1].lineBreak = true; } m_bLastFrameEmit = m_bEmit; List <Point> remove = new List <Point>(); for (int i = 0; i < m_Points.Count; ++i) { // cull old points first if (GetEngineTime() - m_Points[i].timeCreated > m_fLifeTime) { remove.Add(m_Points[i]); } } for (int i = 0; i < remove.Count; ++i) { m_Points.Remove(remove[i]); } if (m_bInterpolation) { remove = new List <Point>(); for (int i = 0; i < m_SmoothedPoints.Count; ++i) { // cull old points first if (GetEngineTime() - m_SmoothedPoints[i].timeCreated > m_fLifeTime) { remove.Add(m_SmoothedPoints[i]); } } for (int i = 0; i < remove.Count; ++i) { m_SmoothedPoints.Remove(remove[i]); } } List <Point> pointsToUse; pointsToUse = m_bInterpolation ? m_SmoothedPoints : m_Points; if (pointsToUse.Count > 1) { Vector3[] newVertices = new Vector3[pointsToUse.Count * 2]; Vector2[] newUV = new Vector2[pointsToUse.Count * 2]; int[] newTriangles = new int[(pointsToUse.Count - 1) * 6]; Color[] newColors = new Color[pointsToUse.Count * 2]; for (int n = 0; n < pointsToUse.Count; ++n) { Point p = pointsToUse[n]; float time = (GetEngineTime() - p.timeCreated) / m_fLifeTime; Color color = Color.Lerp(Color.white, Color.clear, time); if (m_Colors != null && m_Colors.Length > 0) { float colorTime = time * (m_Colors.Length - 1); float min = Mathf.Floor(colorTime); float max = Mathf.Clamp(Mathf.Ceil(colorTime), 1, m_Colors.Length - 1); float lerp = Mathf.InverseLerp(min, max, colorTime); if (min >= m_Colors.Length) { min = m_Colors.Length - 1; } if (min < 0) { min = 0; } if (max >= m_Colors.Length) { max = m_Colors.Length - 1; } if (max < 0) { max = 0; } color = Color.Lerp(m_Colors[(int)min], m_Colors[(int)max], lerp); } Vector3 lineDirection = p.basePosition - p.tipPosition; float size = m_fTipSize; if (m_SizeRates != null && m_SizeRates.Length > 0) { float sizeTime = time * (m_SizeRates.Length - 1); float min = Mathf.Floor(sizeTime); float max = Mathf.Clamp(Mathf.Ceil(sizeTime), 1, m_SizeRates.Length - 1); float lerp = Mathf.InverseLerp(min, max, sizeTime); if (min >= m_SizeRates.Length) { min = m_SizeRates.Length - 1; } if (min < 0) { min = 0; } if (max >= m_SizeRates.Length) { max = m_SizeRates.Length - 1; } if (max < 0) { max = 0; } size *= Mathf.Lerp(m_SizeRates[(int)min], m_SizeRates[(int)max], lerp); } if (m_bCenterAlign) { newVertices[n * 2] = p.basePosition - (lineDirection * (size * 0.5f)); newVertices[(n * 2) + 1] = p.basePosition + (lineDirection * (size * 0.5f)); } else { newVertices[n * 2] = p.basePosition - (lineDirection * size); newVertices[(n * 2) + 1] = p.basePosition; } // FadeInOut int nFadeTailCount = (m_bInterpolation ? m_nFadeTailCount * m_nSubdivisions : m_nFadeTailCount); int nFadeHeadCount = (m_bInterpolation ? m_nFadeHeadCount * m_nSubdivisions : m_nFadeHeadCount); if (0 < nFadeTailCount && n <= nFadeTailCount) { color.a = color.a * n / nFadeTailCount; } if (0 < nFadeHeadCount && pointsToUse.Count - (n + 1) <= nFadeHeadCount) { color.a = color.a * (pointsToUse.Count - (n + 1)) / nFadeHeadCount; } newColors[n * 2] = newColors[(n * 2) + 1] = color; float uvRatio = (float)n / pointsToUse.Count; newUV[n * 2] = new Vector2((m_UvFlipHorizontal ? 1 - uvRatio : uvRatio), (m_UvFlipVirtical ? 1 : 0)); newUV[(n * 2) + 1] = new Vector2((m_UvFlipHorizontal ? 1 - uvRatio : uvRatio), (m_UvFlipVirtical ? 0 : 1)); if (n > 0 /*&& !pointsToUse[n - 1].lineBreak*/) { newTriangles[(n - 1) * 6] = (n * 2) - 2; newTriangles[((n - 1) * 6) + 1] = (n * 2) - 1; newTriangles[((n - 1) * 6) + 2] = n * 2; newTriangles[((n - 1) * 6) + 3] = (n * 2) + 1; newTriangles[((n - 1) * 6) + 4] = n * 2; newTriangles[((n - 1) * 6) + 5] = (n * 2) - 1; } } m_TrailMesh.Clear(); m_TrailMesh.vertices = newVertices; m_TrailMesh.colors = newColors; m_TrailMesh.uv = newUV; m_TrailMesh.triangles = newTriangles; } else { m_TrailMesh.Clear(); } }
private void Update() { if (base.renderer == null || base.renderer.sharedMaterial == null) { base.enabled = false; return; } if (0f < this.m_fDelayTime) { if (NcEffectBehaviour.GetEngineTime() < this.m_fStartTime + this.m_fDelayTime) { return; } this.m_fDelayTime = 0f; this.m_fStartTime = 0f; this.InitTrailObject(); } if (this.m_bEmit && 0f < this.m_fEmitTime && this.m_fStopTime == 0f && this.m_fStartTime + this.m_fEmitTime < NcEffectBehaviour.GetEngineTime()) { if (this.m_bSmoothHide) { this.m_fStopTime = NcEffectBehaviour.GetEngineTime(); } else { this.m_bEmit = false; } } if (0f < this.m_fStopTime && this.m_fLifeTime < NcEffectBehaviour.GetEngineTime() - this.m_fStopTime) { this.m_bEmit = false; } if (!this.m_bEmit && this.m_Points.Count == 0 && this.m_bAutoDestruct) { UnityEngine.Object.Destroy(this.m_TrialObject); UnityEngine.Object.Destroy(base.gameObject); } float magnitude = (this.m_LastPosition - base.transform.position).magnitude; if (this.m_bEmit) { if (magnitude > this.m_fMinVertexDistance) { bool flag = false; if (this.m_Points.Count < 3) { flag = true; } else { Vector3 from = this.m_Points[this.m_Points.Count - 2].basePosition - this.m_Points[this.m_Points.Count - 3].basePosition; Vector3 to = this.m_Points[this.m_Points.Count - 1].basePosition - this.m_Points[this.m_Points.Count - 2].basePosition; if (Vector3.Angle(from, to) > this.m_fMaxAngle || magnitude > this.m_fMaxVertexDistance) { flag = true; } } if (flag) { NcTrailTexture.Point point = new NcTrailTexture.Point(); point.basePosition = this.m_base.position; point.tipPosition = this.GetTipPoint(); if (0f < this.m_fStopTime) { point.timeCreated = NcEffectBehaviour.GetEngineTime() - (NcEffectBehaviour.GetEngineTime() - this.m_fStopTime); } else { point.timeCreated = NcEffectBehaviour.GetEngineTime(); } this.m_Points.Add(point); this.m_LastPosition = base.transform.position; if (this.m_bInterpolation) { if (this.m_Points.Count == 1) { this.m_SmoothedPoints.Add(point); } else if (1 < this.m_Points.Count) { for (int i = 0; i < 1 + this.m_nSubdivisions; i++) { this.m_SmoothedPoints.Add(point); } } int num = 2; if (num <= this.m_Points.Count) { int num2 = Mathf.Min(this.m_nMaxSmoothCount, this.m_Points.Count); Vector3[] array = new Vector3[num2]; for (int j = 0; j < num2; j++) { array[j] = this.m_Points[this.m_Points.Count - (num2 - j)].basePosition; } IEnumerable <Vector3> collection = NgInterpolate.NewCatmullRom(array, this.m_nSubdivisions, false); Vector3[] array2 = new Vector3[num2]; for (int k = 0; k < num2; k++) { array2[k] = this.m_Points[this.m_Points.Count - (num2 - k)].tipPosition; } IEnumerable <Vector3> collection2 = NgInterpolate.NewCatmullRom(array2, this.m_nSubdivisions, false); List <Vector3> list = new List <Vector3>(collection); List <Vector3> list2 = new List <Vector3>(collection2); float timeCreated = this.m_Points[this.m_Points.Count - num2].timeCreated; float timeCreated2 = this.m_Points[this.m_Points.Count - 1].timeCreated; for (int l = 0; l < list.Count; l++) { int num3 = this.m_SmoothedPoints.Count - (list.Count - l); if (-1 < num3 && num3 < this.m_SmoothedPoints.Count) { NcTrailTexture.Point point2 = new NcTrailTexture.Point(); point2.tipPosition = list2[l]; point2.basePosition = list[l]; point2.timeCreated = Mathf.Lerp(timeCreated, timeCreated2, (float)l / (float)list.Count); this.m_SmoothedPoints[num3] = point2; } } } } } else { this.m_Points[this.m_Points.Count - 1].tipPosition = this.GetTipPoint(); this.m_Points[this.m_Points.Count - 1].basePosition = this.m_base.position; if (this.m_bInterpolation) { this.m_SmoothedPoints[this.m_SmoothedPoints.Count - 1].tipPosition = this.GetTipPoint(); this.m_SmoothedPoints[this.m_SmoothedPoints.Count - 1].basePosition = this.m_base.position; } } } else { if (this.m_Points.Count > 0) { this.m_Points[this.m_Points.Count - 1].tipPosition = this.GetTipPoint(); this.m_Points[this.m_Points.Count - 1].basePosition = this.m_base.position; } if (this.m_bInterpolation && this.m_SmoothedPoints.Count > 0) { this.m_SmoothedPoints[this.m_SmoothedPoints.Count - 1].tipPosition = this.GetTipPoint(); this.m_SmoothedPoints[this.m_SmoothedPoints.Count - 1].basePosition = this.m_base.position; } } } if (!this.m_bEmit && this.m_bLastFrameEmit && this.m_Points.Count > 0) { this.m_Points[this.m_Points.Count - 1].lineBreak = true; } this.m_bLastFrameEmit = this.m_bEmit; List <NcTrailTexture.Point> list3 = new List <NcTrailTexture.Point>(); foreach (NcTrailTexture.Point current in this.m_Points) { if (NcEffectBehaviour.GetEngineTime() - current.timeCreated > this.m_fLifeTime) { list3.Add(current); } } foreach (NcTrailTexture.Point current2 in list3) { this.m_Points.Remove(current2); } if (this.m_bInterpolation) { list3 = new List <NcTrailTexture.Point>(); foreach (NcTrailTexture.Point current3 in this.m_SmoothedPoints) { if (NcEffectBehaviour.GetEngineTime() - current3.timeCreated > this.m_fLifeTime) { list3.Add(current3); } } foreach (NcTrailTexture.Point current4 in list3) { this.m_SmoothedPoints.Remove(current4); } } List <NcTrailTexture.Point> list4; if (this.m_bInterpolation) { list4 = this.m_SmoothedPoints; } else { list4 = this.m_Points; } if (list4.Count > 1) { Vector3[] array3 = new Vector3[list4.Count * 2]; Vector2[] array4 = new Vector2[list4.Count * 2]; int[] array5 = new int[(list4.Count - 1) * 6]; Color[] array6 = new Color[list4.Count * 2]; for (int m = 0; m < list4.Count; m++) { NcTrailTexture.Point point3 = list4[m]; float num4 = (NcEffectBehaviour.GetEngineTime() - point3.timeCreated) / this.m_fLifeTime; Color color = Color.Lerp(Color.white, Color.clear, num4); if (this.m_Colors != null && this.m_Colors.Length > 0) { float num5 = num4 * (float)(this.m_Colors.Length - 1); float num6 = Mathf.Floor(num5); float num7 = Mathf.Clamp(Mathf.Ceil(num5), 1f, (float)(this.m_Colors.Length - 1)); float t = Mathf.InverseLerp(num6, num7, num5); if (num6 >= (float)this.m_Colors.Length) { num6 = (float)(this.m_Colors.Length - 1); } if (num6 < 0f) { num6 = 0f; } if (num7 >= (float)this.m_Colors.Length) { num7 = (float)(this.m_Colors.Length - 1); } if (num7 < 0f) { num7 = 0f; } color = Color.Lerp(this.m_Colors[(int)num6], this.m_Colors[(int)num7], t); } Vector3 a = point3.basePosition - point3.tipPosition; float num8 = this.m_fTipSize; if (this.m_SizeRates != null && this.m_SizeRates.Length > 0) { float num9 = num4 * (float)(this.m_SizeRates.Length - 1); float num10 = Mathf.Floor(num9); float num11 = Mathf.Clamp(Mathf.Ceil(num9), 1f, (float)(this.m_SizeRates.Length - 1)); float t2 = Mathf.InverseLerp(num10, num11, num9); if (num10 >= (float)this.m_SizeRates.Length) { num10 = (float)(this.m_SizeRates.Length - 1); } if (num10 < 0f) { num10 = 0f; } if (num11 >= (float)this.m_SizeRates.Length) { num11 = (float)(this.m_SizeRates.Length - 1); } if (num11 < 0f) { num11 = 0f; } num8 *= Mathf.Lerp(this.m_SizeRates[(int)num10], this.m_SizeRates[(int)num11], t2); } if (this.m_bCenterAlign) { array3[m * 2] = point3.basePosition - a * (num8 * 0.5f); array3[m * 2 + 1] = point3.basePosition + a * (num8 * 0.5f); } else { array3[m * 2] = point3.basePosition - a * num8; array3[m * 2 + 1] = point3.basePosition; } int num12 = (!this.m_bInterpolation) ? this.m_nFadeTailCount : (this.m_nFadeTailCount * this.m_nSubdivisions); int num13 = (!this.m_bInterpolation) ? this.m_nFadeHeadCount : (this.m_nFadeHeadCount * this.m_nSubdivisions); if (0 < num12 && m <= num12) { color.a = color.a * (float)m / (float)num12; } if (0 < num13 && list4.Count - (m + 1) <= num13) { color.a = color.a * (float)(list4.Count - (m + 1)) / (float)num13; } array6[m * 2] = (array6[m * 2 + 1] = color); float num14 = (float)m / (float)list4.Count; array4[m * 2] = new Vector2((!this.m_UvFlipHorizontal) ? num14 : (1f - num14), (float)((!this.m_UvFlipVirtical) ? 0 : 1)); array4[m * 2 + 1] = new Vector2((!this.m_UvFlipHorizontal) ? num14 : (1f - num14), (float)((!this.m_UvFlipVirtical) ? 1 : 0)); if (m > 0) { array5[(m - 1) * 6] = m * 2 - 2; array5[(m - 1) * 6 + 1] = m * 2 - 1; array5[(m - 1) * 6 + 2] = m * 2; array5[(m - 1) * 6 + 3] = m * 2 + 1; array5[(m - 1) * 6 + 4] = m * 2; array5[(m - 1) * 6 + 5] = m * 2 - 1; } } this.m_TrailMesh.Clear(); this.m_TrailMesh.vertices = array3; this.m_TrailMesh.colors = array6; this.m_TrailMesh.uv = array4; this.m_TrailMesh.triangles = array5; } else { this.m_TrailMesh.Clear(); } }
/** * Instead of easing based on time, generate n interpolated points (slices) * between the start and end positions. */ public static IEnumerator NewEase(Function ease, Vector3 start, Vector3 end, int slices) { IEnumerable <float> counter = NgInterpolate.NewCounter(0, slices + 1, 1); return(NewEase(ease, start, end, slices + 1, counter)); }
/** * Returns sequence generator from the first node to the last node over * duration time using the points in-between the first and last node * as control points of a bezier curve used to generate the interpolated points * in the sequence. If there are no control points (ie. only two nodes, first * and last) then this behaves exactly the same as NewEase(). In other words * a zero-degree bezier spline curve is just the easing method. The sequence * is generated as it is accessed using the Time.deltaTime to calculate the * portion of duration that has elapsed. */ public static IEnumerable <Vector3> NewBezier(Function ease, Transform[] nodes, float duration) { IEnumerable <float> timer = NgInterpolate.NewTimer(duration); return(NewBezier <Transform>(ease, nodes, TransformDotPosition, duration, timer)); }
/** * Returns sequence generator from start to end over duration using the * given easing function. The sequence is generated as it is accessed * using the Time.deltaTime to calculate the portion of duration that has * elapsed. */ public static IEnumerator NewEase(Function ease, Vector3 start, Vector3 end, float duration) { IEnumerable <float> timer = NgInterpolate.NewTimer(duration); return(NewEase(ease, start, end, duration, timer)); }