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

156 lines
2.8 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Warps/ZStretch")]
public class MegaZStretchWarp : MegaWarp
{
public float amount;
public bool doRegion;
public float to;
public float from;
public float amplify;
public MegaAxis axis;
private float heightMax;
private float heightMin;
private float amplifier;
private Matrix4x4 mat = default(Matrix4x4);
public override string WarpName()
{
return "ZStretch";
}
public override string GetIcon()
{
return "MegaStretch icon.png";
}
public override string GetHelpURL()
{
return "?page_id=2560";
}
private void CalcBulge(MegaAxis axis, float stretch, float amplify)
{
amount = stretch;
amplifier = ((!(amplify >= 0f)) ? (1f / (0f - amplify + 1f)) : (amplify + 1f));
if (!doRegion)
{
switch (axis)
{
case MegaAxis.X:
heightMin = (0f - Width) * 0.5f;
heightMax = Width * 0.5f;
break;
case MegaAxis.Z:
heightMin = 0f;
heightMax = Height;
break;
case MegaAxis.Y:
heightMin = (0f - Length) * 0.5f;
heightMax = Length * 0.5f;
break;
}
}
else
{
heightMin = from;
heightMax = to;
}
}
public override Vector3 Map(int i, Vector3 p)
{
if (amount == 0f || heightMax - heightMin == 0f)
{
return p;
}
if (doRegion && to - from == 0f)
{
return p;
}
p = tm.MultiplyPoint3x4(p);
Vector3 a = p;
float magnitude = p.magnitude;
float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
float num = ((doRegion && p.z > to) ? ((to - heightMin) / (heightMax - heightMin)) : ((!doRegion || !(p.z < from)) ? ((p.z - heightMin) / (heightMax - heightMin)) : ((from - heightMin) / (heightMax - heightMin))));
float num2;
float num3;
if (amount < 0f)
{
num2 = amplifier * (0f - amount) + 1f;
num3 = -1f / (amount - 1f);
}
else
{
num2 = 1f / (amplifier * amount + 1f);
num3 = amount + 1f;
}
float num4 = 4f * (1f - num2);
float num5 = -4f * (1f - num2);
float num6 = 1f;
float num7 = (num4 * num + num5) * num + num6;
p.x *= num7;
p.y *= num7;
if (doRegion && p.z < from)
{
p.z += (num3 - 1f) * from;
}
else if (doRegion && p.z <= to)
{
p.z *= num3;
}
else if (doRegion && p.z > to)
{
p.z += (num3 - 1f) * to;
}
else
{
p.z *= num3;
}
p = Vector3.Lerp(a, p, t);
p = invtm.MultiplyPoint3x4(p);
return p;
}
public override bool Prepare(float decay)
{
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);
CalcBulge(axis, amount, amplify);
totaldecay = Decay + decay;
if (totaldecay < 0f)
{
totaldecay = 0f;
}
return true;
}
public override void ExtraGizmo()
{
if (!doRegion)
{
}
}
}