示例#1
0
            public bool MoveNext()
            {
Label0:
                while (this.inInstanceEnumerator)
                {
                    if ((this._immediate || this.output) && this.overlapEnumerator.MoveNext())
                    {
                        MeshBatchInstance current = this.overlapEnumerator.Current;
                        if (this.IN.SurfaceForMeshBatchInstance(current, ref this.current))
                        {
                            return(true);
                        }
                    }
                    else
                    {
                        this.overlapEnumerator.Dispose();
                        this.overlapEnumerator    = null;
                        this.inInstanceEnumerator = false;
                        this.output = null;
                    }
                }
                ExplosionHelper.Point.Enumerator enumerator = this;
                int num  = enumerator.colliderIndex;
                int num1 = num;

                enumerator.colliderIndex = num + 1;
                if (num1 == -1)
                {
                    Vector3 n      = this.IN.point;
                    float   single = this.IN.blastRadius;
                    ExplosionHelper.Point points = this.IN;
                    this.overlap = Physics.OverlapSphere(n, single, points.overlapLayerMask);
                }
                while (this.colliderIndex < (int)this.overlap.Length)
                {
                    if (this._immediate || this.overlap[this.colliderIndex])
                    {
                        if (this.overlap[this.colliderIndex].GetMeshBatchPhysicalOutput <Facepunch.MeshBatch.MeshBatchPhysicalOutput>(out this.output))
                        {
                            this.inInstanceEnumerator = true;
                            Facepunch.MeshBatch.MeshBatchPhysicalOutput meshBatchPhysicalOutput = this.output;
                            Vector3 vector3          = this.IN.point;
                            ExplosionHelper.Point n1 = this.IN;
                            this.overlapEnumerator = meshBatchPhysicalOutput.EnumerateOverlapSphereInstances(vector3, n1.blastRadius).GetEnumerator();
                            goto Label0;
                        }
                        else if (this.IN.SurfaceForCollider(this.overlap[this.colliderIndex], ref this.current))
                        {
                            return(true);
                        }
                    }
                    ExplosionHelper.Point.Enumerator enumerator1 = this;
                    enumerator1.colliderIndex = enumerator1.colliderIndex + 1;
                }
                this.colliderIndex = (int)this.overlap.Length;
                this.current       = new ExplosionHelper.Surface();
                return(false);
            }
示例#2
0
 internal Enumerator(ref ExplosionHelper.Point point, bool immediate)
 {
     this._immediate           = immediate;
     this.IN                   = point;
     this.colliderIndex        = -1;
     this.inInstanceEnumerator = false;
     this.overlapEnumerator    = null;
     this.output               = null;
     this.overlap              = null;
     this.current              = new ExplosionHelper.Surface();
 }
示例#3
0
 public static ExplosionHelper.Surface[] OverlapExplosion(Vector3 point, float explosionRadius, int findLayerMask = -1, int occludingLayerMask = -1, IDMain ignore = null)
 {
     ExplosionHelper.Point points = new ExplosionHelper.Point(point, explosionRadius, findLayerMask, occludingLayerMask, ignore);
     return(points.ToArray());
 }