private void OnResize() { Vector2 vector = new Vector2((float)Screen.width, (float)Screen.height) / 2f; int num = (int)GUI2.YRES(32f); this.rCrosshaitHit = new Rect(vector.x - (float)num / 2f, vector.y - (float)num / 2f, (float)num, (float)num); Crosshair.CalcResize(); }
private void OnGUI() { if (Crosshair.forcehide) { return; } if (Crosshair.hittime > Time.time) { GUI.DrawTexture(this.rCrosshaitHit, this.tCrosshairHit); } if (!Crosshair.show) { return; } if (Crosshair.offset != Crosshair.lastoffset || Crosshair.offsetinc != Crosshair.lastoffsetinc || Crosshair.offset != 0 || Crosshair.offsetinc != 0 || Crosshair.crosshair_dynamic != Crosshair.next_crosshair_dynamic) { Crosshair.crosshair_dynamic = (int)Mathf.Lerp((float)Crosshair.crosshair_dynamic, (float)Crosshair.next_crosshair_dynamic, Time.deltaTime * 10f); if (Crosshair.offset < 0) { Crosshair.offset = 0; } float time = Time.time; if (time >= Crosshair.offsettime) { int num = (int)((time - Crosshair.offsettime) / 0.01f) + 1; Crosshair.offsettime = time + 0.01f; Crosshair.offsetinc -= num; if (Crosshair.offsetinc < 0) { Crosshair.offsetinc = 0; } } Crosshair.CalcResize(); Crosshair.lastoffset = Crosshair.offset; Crosshair.lastoffsetinc = Crosshair.offsetinc; } if (Crosshair.offset + Crosshair.crosshair_dynamic > 50) { GUI.color = Crosshair.c[2]; } else if (Crosshair.offset + Crosshair.crosshair_dynamic > 10) { GUI.color = Crosshair.c[1]; } else { GUI.color = Crosshair.c[0]; } GUI.DrawTexture(Crosshair.rCrosshair2[0], this.tblack); GUI.DrawTexture(Crosshair.rCrosshair2[1], this.tblack); GUI.DrawTexture(Crosshair.rCrosshair2[2], this.tblack); GUI.DrawTexture(Crosshair.rCrosshair2[3], this.tblack); GUI.DrawTexture(Crosshair.rCrosshair[0], this.twhite); GUI.DrawTexture(Crosshair.rCrosshair[1], this.twhite); GUI.DrawTexture(Crosshair.rCrosshair[2], this.twhite); GUI.DrawTexture(Crosshair.rCrosshair[3], this.twhite); GUI.color = Color.white; }
public static void SetCrosshairSize(int size) { Crosshair.crosshair_size = 6 + size; if (Crosshair.crosshair_size < 4) { Crosshair.crosshair_size = 4; } Crosshair.CalcResize(); }
public static void SetDynamic(int size) { Crosshair.next_crosshair_dynamic = size; Crosshair.CalcResize(); }