예제 #1
0
    public void RenderEveryTick(float dt)
    {
        Vector3 zero = Vector3.zero;
        KBatchedAnimController component = GetComponent <KBatchedAnimController>();

        zero = (component.GetTransformMatrix() * component.GetSymbolLocalTransform(targetSymbol, out bool _)).MultiplyPoint(Vector3.zero) - base.transform.GetPosition();
        GetComponent <Light2D>().Offset = zero;
    }
예제 #2
0
    private void UpdateFrame()
    {
        forceUpdate = false;
        bool symbolVisible = false;

        KAnim.Anim currentAnim = controller.CurrentAnim;
        if (currentAnim != null)
        {
            Matrix2x3 symbolLocalTransform = controller.GetSymbolLocalTransform(symbol, out symbolVisible);
            Vector3   position             = controller.transform.GetPosition();
            if (symbolVisible && (previousMatrix != symbolLocalTransform || position != previousPosition || useTargetPoint))
            {
                previousMatrix   = symbolLocalTransform;
                previousPosition = position;
                Matrix2x3 overrideTransformMatrix = controller.GetTransformMatrix() * symbolLocalTransform;
                Vector3   position2 = base.transform.GetPosition();
                float     z         = position2.z;
                base.transform.SetPosition(overrideTransformMatrix.MultiplyPoint(offset));
                if (useTargetPoint)
                {
                    Vector3 position3 = base.transform.GetPosition();
                    position3.z = 0f;
                    Vector3 from = targetPoint - position3;
                    float   num  = Vector3.Angle(from, Vector3.right);
                    if (from.y < 0f)
                    {
                        num = 360f - num;
                    }
                    base.transform.localRotation = Quaternion.identity;
                    base.transform.RotateAround(position3, new Vector3(0f, 0f, 1f), num);
                    float sqrMagnitude = from.sqrMagnitude;
                    KBatchedAnimInstanceData batchInstanceData = myAnim.GetBatchInstanceData();
                    Vector3 position4 = base.transform.GetPosition();
                    float   x         = position4.x;
                    Vector3 position5 = base.transform.GetPosition();
                    batchInstanceData.SetClipRadius(x, position5.y, sqrMagnitude, true);
                }
                else
                {
                    Vector3 v  = (!controller.FlipX) ? Vector3.right : Vector3.left;
                    Vector3 v2 = (!controller.FlipY) ? Vector3.up : Vector3.down;
                    base.transform.up    = overrideTransformMatrix.MultiplyVector(v2);
                    base.transform.right = overrideTransformMatrix.MultiplyVector(v);
                    if ((Object)myAnim != (Object)null)
                    {
                        myAnim.GetBatchInstanceData()?.SetOverrideTransformMatrix(overrideTransformMatrix);
                    }
                }
                Transform transform = base.transform;
                Vector3   position6 = base.transform.GetPosition();
                float     x2        = position6.x;
                Vector3   position7 = base.transform.GetPosition();
                transform.SetPosition(new Vector3(x2, position7.y, z));
                myAnim.SetDirty();
            }
        }
        if ((Object)myAnim != (Object)null && symbolVisible != myAnim.enabled)
        {
            myAnim.enabled = symbolVisible;
        }
    }
예제 #3
0
        // This method syncs the object to the transform of the neck snap point in the dupe
        void LateUpdate()
        {
            bool symbolVisible = false;

            if (dupeAnim.CurrentAnim != null)
            {
                var batch = dupeAnim.GetBatch();
                var frame = batch.group.data.GetFrame(dupeAnim.GetCurrentFrameIndex());
                if (frame != KAnim.Anim.Frame.InvalidFrame)
                {
                    for (int i = 0; i < frame.numElements; i++)
                    {
                        int num = frame.firstElementIdx + i;
                        if (num < batch.group.data.frameElements.Count)
                        {
                            KAnim.Anim.FrameElement frameElement = batch.group.data.frameElements[num];
                            if (frameElement.symbol == symbol)
                            {
                                if (frameElement.frame == 0)
                                {
                                    if (facing <= 0)
                                    {
                                        myAnim.Play(front_anim);
                                        facing = 1;
                                    }
                                }
                                else
                                {
                                    if (facing >= 0)
                                    {
                                        myAnim.Play(back_anim);
                                        facing = -1;
                                    }
                                }
                            }
                        }
                    }
                }

                symbolVisible = dupeAnim.GetSymbolVisiblity(symbol);
                bool      unusedBool;
                Matrix2x3 symbolLocalTransform = dupeAnim.GetSymbolLocalTransform(symbol, out unusedBool);
                Vector3   position             = dupeAnim.transform.GetPosition();
                if (symbolVisible && (previousMatrix != symbolLocalTransform || position != previousPosition))
                {
                    previousMatrix   = symbolLocalTransform;
                    previousPosition = position;
                    Matrix2x3 overrideTransformMatrix = dupeAnim.GetTransformMatrix() * symbolLocalTransform;
                    float     z = base.transform.GetPosition().z;
                    base.transform.SetPosition(overrideTransformMatrix.MultiplyPoint(offset));

                    Vector3 v  = dupeAnim.FlipX ? Vector3.left : Vector3.right;
                    Vector3 v2 = dupeAnim.FlipY ? Vector3.down : Vector3.up;
                    base.transform.up    = overrideTransformMatrix.MultiplyVector(v2);
                    base.transform.right = overrideTransformMatrix.MultiplyVector(v);
                    if (myAnim != null)
                    {
                        myAnim.GetBatchInstanceData()?.SetOverrideTransformMatrix(overrideTransformMatrix);
                    }

                    base.transform.SetPosition(new Vector3(base.transform.GetPosition().x, base.transform.GetPosition().y, z));

                    myAnim.Offset = dupeAnim.Offset;
                    myAnim.SetDirty();
                }
            }
            if (myAnim != null && symbolVisible != myAnim.enabled)
            {
                myAnim.enabled = symbolVisible;
            }
        }