private static IEnumerable <Vector3> NewCatmullRom <T>(IList nodes, WeaponTrail.ToVector3 <T> toVector3, int slices, bool loop) { if (nodes.get_Count() >= 2) { yield return(toVector3((T)((object)nodes.get_Item(0)))); int num = nodes.get_Count() - 1; int num2 = 0; while (loop || num2 < num) { if (loop && num2 > num) { num2 = 0; } int num3 = (num2 == 0) ? (loop ? num : num2) : (num2 - 1); int num4 = num2; int num5 = (num2 == num) ? (loop ? 0 : num2) : (num2 + 1); int num6 = (num5 == num) ? (loop ? 0 : num5) : (num5 + 1); int num7 = slices + 1; int num8; for (int i = 1; i <= num7; i = num8 + 1) { yield return(WeaponTrail.CatmullRom(toVector3((T)((object)nodes.get_Item(num3))), toVector3((T)((object)nodes.get_Item(num4))), toVector3((T)((object)nodes.get_Item(num5))), toVector3((T)((object)nodes.get_Item(num6))), (float)i, (float)num7)); num8 = i; } num8 = num2; num2 = num8 + 1; } } yield break; }
private static IEnumerable <Vector3> NewCatmullRom <T>(IList nodes, WeaponTrail.ToVector3 <T> toVector3, int slices, bool loop) { if (nodes.Count >= 2) { yield return(toVector3((T)((object)nodes[0]))); int num = nodes.Count - 1; int num2 = 0; while (loop || num2 < num) { if (loop && num2 > num) { num2 = 0; } int index = (num2 != 0) ? (num2 - 1) : ((!loop) ? num2 : num); int index2 = num2; int num3 = (num2 != num) ? (num2 + 1) : ((!loop) ? num2 : 0); int index3 = (num3 != num) ? (num3 + 1) : ((!loop) ? num3 : 0); int num4 = slices + 1; for (int i = 1; i <= num4; i++) { yield return(WeaponTrail.CatmullRom(toVector3((T)((object)nodes[index])), toVector3((T)((object)nodes[index2])), toVector3((T)((object)nodes[num3])), toVector3((T)((object)nodes[index3])), (float)i, (float)num4)); } num2++; } } yield break; }
public static IEnumerable <Vector3> NewCatmullRom(Vector3[] points, int slices, bool loop) { if (WeaponTrail.< > f__mg$cache1 == null) { WeaponTrail.< > f__mg$cache1 = new WeaponTrail.ToVector3 <Vector3>(WeaponTrail.CastVector3Func); } return(WeaponTrail.NewCatmullRom <Vector3>(points, WeaponTrail.< > f__mg$cache1, slices, loop)); }
public static IEnumerable <Vector3> NewCatmullRom(Transform[] nodes, int slices, bool loop) { if (WeaponTrail.< > f__mg$cache0 == null) { WeaponTrail.< > f__mg$cache0 = new WeaponTrail.ToVector3 <Transform>(WeaponTrail.TransformDotPosition); } return(WeaponTrail.NewCatmullRom <Transform>(nodes, WeaponTrail.< > f__mg$cache0, slices, loop)); }