Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/MegaCylindrifyWarp.cs
2026-02-21 16:45:37 +08:00

72 lines
1.4 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Warps/Cylindrify")]
public class MegaCylindrifyWarp : MegaWarp
{
public float Percent;
private float size1;
private float per;
public MegaAxis axis;
private Matrix4x4 mat = default(Matrix4x4);
public override string WarpName()
{
return "Cylindrify";
}
public override string GetHelpURL()
{
return "?page_id=166";
}
public override Vector3 Map(int i, Vector3 p)
{
p = tm.MultiplyPoint3x4(p);
Vector3 a = p;
float magnitude = p.magnitude;
float num = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
float num2 = (size1 / Mathf.Sqrt(p.x * p.x + p.z * p.z) / 2f - 1f) * per * num + 1f;
p.x *= num2;
p.z *= num2;
p = Vector3.Lerp(a, p, num);
return invtm.MultiplyPoint3x4(p);
}
private void Update()
{
Prepare(Decay);
}
public override bool Prepare(float decay)
{
totaldecay = Decay + decay;
if (totaldecay < 0f)
{
totaldecay = 0f;
}
tm = base.transform.worldToLocalMatrix;
invtm = tm.inverse;
mat = Matrix4x4.identity;
switch (axis)
{
case MegaAxis.X:
MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
break;
case MegaAxis.Y:
MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
break;
}
SetAxis(mat);
float width = Width;
float length = Length;
size1 = ((!(width > length)) ? length : width);
per = Percent / 100f;
return true;
}
}