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

80 lines
1.7 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Warps/Hump")]
public class MegaHumpWarp : MegaWarp
{
public float amount;
public float cycles = 1f;
public float phase;
public bool animate;
public float speed = 1f;
public MegaAxis axis = MegaAxis.Z;
private float amt;
private Vector3 size = Vector3.zero;
public override string WarpName()
{
return "Hump";
}
public override string GetHelpURL()
{
return "?page_id=207";
}
public override Vector3 Map(int i, Vector3 p)
{
p = tm.MultiplyPoint3x4(p);
Vector3 a = p;
float magnitude = p.magnitude;
float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
switch (axis)
{
case MegaAxis.X:
p.x += amt * Mathf.Sin(Mathf.Sqrt(p.x * p.x / size.x) + Mathf.Sqrt(p.y * p.y / size.y) * (float)Math.PI / 0.1f * ((float)Math.PI / 180f * cycles) + phase);
break;
case MegaAxis.Y:
p.y += amt * Mathf.Sin(Mathf.Sqrt(p.y * p.y / size.y) + Mathf.Sqrt(p.x * p.x / size.x) * (float)Math.PI / 0.1f * ((float)Math.PI / 180f * cycles) + phase);
break;
case MegaAxis.Z:
p.z += amt * Mathf.Sin(Mathf.Sqrt(p.x * p.x / size.x) + Mathf.Sqrt(p.y * p.y / size.y) * (float)Math.PI / 0.1f * ((float)Math.PI / 180f * cycles) + phase);
break;
}
p = Vector3.Lerp(a, p, t);
return invtm.MultiplyPoint3x4(p);
}
private void Update()
{
if (animate)
{
phase += Time.deltaTime * speed;
}
Prepare(Decay);
}
public override bool Prepare(float decay)
{
totaldecay = Decay + decay;
if (totaldecay < 0f)
{
totaldecay = 0f;
}
tm = base.transform.worldToLocalMatrix;
invtm = tm.inverse;
size.x = Width;
size.y = Height;
size.z = Length;
amt = amount / 100f;
return true;
}
}