public static TransformData GetTargetFollowCameraTransformData(Transform target, BaseRendererComponent tankRendererComponent, Vector3 tankBoundsCenter, BezierPosition bezierPosition, Vector3 cameraOffset) { CameraData cameraData = new CameraData(); float cameraHeight = bezierPosition.GetCameraHeight(); Vector3 vector2 = target.TransformDirection(Vector3.forward); Vector3 vector3 = new Vector3(-GetPitchAngle(cameraData, bezierPosition), Mathf.Atan2(vector2.x, vector2.z), 0f); return(new TransformData { Position = CalculateCameraPosition(target, tankRendererComponent, tankBoundsCenter, bezierPosition, cameraData, cameraOffset, 0f), Rotation = Quaternion.Euler(vector3 * 57.29578f) }); }
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); }