private void _createTorpedoWake() { _torpedoWakes = new PSTorpedoWakes(); int num = 0; _setProtect(); Vector3 targetVec = default(Vector3); for (int i = 0; i < _fBakuraiModel.Length; i++) { if (_fBakuraiModel[i] != null && _fBakuraiModel[i].IsRaigeki()) { ShipModel_Defender defender = _fBakuraiModel[i].Defender; int num2 = (!_fBakuraiModel[i].GetProtectEffect()) ? defender.Index : 0; bool flag = (_fBakuraiModel[i].GetHitState() == BattleHitStatus.Miss) ? true : false; float num3 = (!flag) ? 0f : 1f; Vector3 injectionVec = _setTorpedoVec(num, isFriend: true); num++; _dicHitType[num2] = setHitType(FleetType.Enemy, defender.Index, flag, HitType.Torpedo); Vector3 position = _eBattleship[num2].transform.position; float x = position.x + num3; Vector3 position2 = _eBattleship[num2].transform.position; targetVec = new Vector3(x, 0f, position2.z + 1f); if (_fBakuraiModel[i].GetProtectEffect()) { Vector3 position3 = _eBattleship[defender.Index].transform.position; _torpedoWakes.SetProtectVector(num, new Vector3(position3.x + 2f, 0f, position3.z)); } _torpedoWakes.AddInstantiates(BattleTaskManager.GetBattleField().transform, injectionVec, targetVec, isFull: true, i, 2f, isDet: false, flag); } } }
private void _createTorupedoWakes(bool isFriend) { int num = 0; FleetType key = (!isFriend) ? FleetType.Enemy : FleetType.Friend; FleetType fleetType = isFriend ? FleetType.Enemy : FleetType.Friend; _torpedoWakes.InitProtectVector(); for (int i = 0; i < _dicBakuraiModel[key].Length; i++) { if (_dicBakuraiModel[key][i] != null && _dicBakuraiModel[key][i].IsRaigeki()) { ShipModel_Defender defender = _dicBakuraiModel[key][i].Defender; int num2 = (!_dicBakuraiModel[key][i].GetProtectEffect()) ? defender.Index : 0; bool flag = (_dicBakuraiModel[key][i].GetHitState() == BattleHitStatus.Miss) ? true : false; float num3 = (!flag) ? 0f : 1f; Vector3 injectionVec = _setTorpedoVec(num, isFriend); num++; _dicHitType[fleetType][num2] = setHitType(fleetType, defender.Index, flag, HitType.Torpedo); Vector3 vector; if (isFriend) { Vector3 position = _eBattleship[num2].transform.position; float x = position.x + num3; Vector3 position2 = _eBattleship[num2].transform.position; vector = new Vector3(x, 0f, position2.z + 1f); } else { Vector3 position3 = _fBattleship[num2].transform.position; float x2 = position3.x + num3; Vector3 position4 = _fBattleship[num2].transform.position; vector = new Vector3(x2, 0f, position4.z - 1f); } Vector3 targetVec = vector; if (_dicBakuraiModel[key][i].GetProtectEffect()) { Vector3 vector2 = (!isFriend) ? _fBattleship[defender.Index].transform.position : _eBattleship[defender.Index].transform.position; _torpedoWakes.SetProtectVector(num, (!isFriend) ? new Vector3(vector2.x - 2f, 0f, vector2.z) : new Vector3(vector2.x + 2f, 0f, vector2.z)); } _torpedoWakes.AddInstantiates(BattleTaskManager.GetBattleField().transform, injectionVec, targetVec, isFull: true, i, 2f, isDet: false, flag); } } }