コード例 #1
0
        public static Vector3 CalculateLinearMovement(float dt, Vector3 cameraCalculated, Vector3 cameraReal, CameraData cameraData, Transform target, bool mouse)
        {
            Vector3 vector    = cameraCalculated - cameraReal;
            float   magnitude = vector.magnitude;

            if (magnitude > 0.1f)
            {
                cameraData.linearSpeed = 5f * (magnitude - 0.1f);
            }
            if (mouse)
            {
                float b = magnitude / dt;
                cameraData.linearSpeed = Mathf.Lerp(cameraData.linearSpeed, b, Mathf.Sin((270f + Mathf.Lerp(0f, 90f, Vector3.Angle(cameraCalculated - target.position, cameraReal - target.position) / 90f)) * 0.01745329f) + 1f);
            }
            vector.Normalize();
            vector                *= Mathf.Clamp(cameraData.linearSpeed * dt, 0f, magnitude);
            cameraReal            += vector;
            cameraData.linearSpeed = MathUtil.Snap(cameraData.linearSpeed, 0f, 0.1f);
            return(cameraReal);
        }
コード例 #2
0
        public static void CalculateYawMovement(Vector3 targetDirection, ref Vector3 rotation, float dt, CameraData cameraData, bool mouse = false)
        {
            float angleError = MathUtil.ClampAngleFast(Mathf.Atan2(targetDirection.x, targetDirection.z) - MathUtil.ClampAngle(rotation.y));

            cameraData.yawSpeed = GetAngularSpeed(angleError, cameraData.yawSpeed, mouse);
            float num4 = cameraData.yawSpeed * dt;

            if (((angleError > 0f) && (num4 > angleError)) || ((angleError < 0f) && (num4 < angleError)))
            {
                num4 = angleError;
            }
            rotation.y         += num4;
            cameraData.yawSpeed = MathUtil.Snap(cameraData.yawSpeed, 0f, 0.1f);
        }
コード例 #3
0
        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);
        }
コード例 #4
0
        public static void CalculatePitchMovement(ref Vector3 rotation, BezierPosition bezierPosition, float dt, CameraData cameraData, bool mouse = false)
        {
            float angleError = MathUtil.ClampAngleFast(-GetPitchAngle(cameraData, bezierPosition) - MathUtil.ClampAngle(rotation.x));

            cameraData.pitchSpeed = GetAngularSpeed(angleError, cameraData.pitchSpeed, mouse);
            float num4 = cameraData.pitchSpeed * dt;

            if (((angleError > 0f) && (num4 > angleError)) || ((angleError < 0f) && (num4 < angleError)))
            {
                num4 = angleError;
            }
            rotation.x           += num4;
            cameraData.pitchSpeed = MathUtil.Snap(cameraData.pitchSpeed, 0f, 0.1f);
        }