예제 #1
0
            static void Postfix(NeckLookCalcVer2 __instance)
            {
                __instance.calcLerp = 0.8f;

                foreach (var item in __instance.neckTypeStates)
                {
                    if (item.lookType == NECK_LOOK_TYPE_VER2.TARGET)
                    {
                        item.limitBreakCorrectionValue = 89f;
                        item.leapSpeed = 3f;
                    }
                }
            }
예제 #2
0
        public override void Do()
        {
            base.Do();
            int num1 = 0;
            CommandController commandController = this.scenario.commandController;

            string[]         args1          = this.args;
            int              index1         = num1;
            int              num2           = index1 + 1;
            int              no             = int.Parse(args1[index1]);
            NeckLookCalcVer2 neckLookScript = commandController.GetChara(no).chaCtrl.neckLookCtrl.neckLookScript;

            string[] args2  = this.args;
            int      index2 = num2;
            int      num3   = index2 + 1;
            int      num4   = bool.Parse(args2[index2]) ? 1 : 0;

            neckLookScript.skipCalc = num4 != 0;
        }
예제 #3
0
        private void UpdateCamera()
        {
            if (leftEye == null || rightEye == null)
            {
                Restore();
                return;
            }

            if (!CameraEnabled)
            {
                if (Input.GetMouseButton(1))
                {
                    GameCursor.Instance.SetCursorLock(true);
                    currentfov = Mathf.Clamp(currentfov + Input.GetAxis("Mouse X") * Time.deltaTime * 30f, 1f, MAXFOV);
                }
                else if (Input.GetMouseButton(0) && DragManager.allowCamera)
                {
                    GameCursor.Instance.SetCursorLock(true);
                    float rateaddspeed = 2.5f;
                    float num          = Input.GetAxis("Mouse X") * rateaddspeed;
                    float num2         = Input.GetAxis("Mouse Y") * rateaddspeed;
                    rot += new Vector2(-num2, num) * new Vector2(sensitivityX, sensitivityY).magnitude;
                }
                else
                {
                    GameCursor.Instance.SetCursorLock(false);
                }
            }

            if (Input.GetKeyDown(KeyCode.Semicolon))
            {
                currentfov = TogglePOV.DefaultFov.Value;
            }

            if (Input.GetKey(KeyCode.Equals))
            {
                currentfov = Mathf.Max(currentfov - Time.deltaTime * 15f, 1f);
            }
            else if (Input.GetKey(KeyCode.RightBracket))
            {
                currentfov = Mathf.Min(currentfov + Time.deltaTime * 15f, 100f);
            }

            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                offset = Mathf.Min(offset + 0.0005f, 2f);

                if (currentBody.sex == 0)
                {
                    MALE_OFFSET = offset;
                }
                else
                {
                    FEMALE_OFFSET = offset;
                }
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                offset = Mathf.Max(offset - 0.0005f, -2f);

                if (currentBody.sex == 0)
                {
                    MALE_OFFSET = offset;
                }
                else
                {
                    FEMALE_OFFSET = offset;
                }
            }

            Camera.main.fieldOfView   = currentfov;
            Camera.main.nearClipPlane = nearClip;
            DepthOfField = false;
            Shield       = false;

            NeckLookControllerVer2 neckLookCtrl   = currentBody.neckLookCtrl;
            NeckLookCalcVer2       neckLookScript = neckLookCtrl.neckLookScript;
            NeckTypeStateVer2      param          = neckLookScript.neckTypeStates[neckLookCtrl.ptnNo];

            angle = new Vector2(rot.x, rot.y);
            for (int i = neckLookScript.aBones.Length - 1; i > -1; i--)
            {
                NeckObjectVer2 bone = neckLookScript.aBones[i];
                RotateToAngle(param, i, bone);
            }
        }