public void InitEffect(HealingGraphicEffectInputs tankEffectInput, WeaponHealingGraphicEffectInputs weaponEffectInputs) { base.enabled = false; this.tankEffectInput = tankEffectInput; this.weaponEffectInputs = weaponEffectInputs; this.InitTankPartInputs(tankEffectInput); this.InitTankPartInputs(weaponEffectInputs); this.phaseTimer = 0f; }
private void UpdateFrontCoeff(float coeff, WeaponHealingGraphicEffectInputs inputs) { Material[] materials = inputs.Renderer.materials; int length = materials.Length; float num2 = -0.01745329f * inputs.RotationTransform.localEulerAngles.y; for (int i = 0; i < length; i++) { Material material = materials[i]; material.SetFloat("_RepairRotationAngle", num2); material.SetFloat("_EmergencyProtectionFrontCoeff", coeff); } }