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

167 lines
2.7 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Warps/Twist")]
public class MegaTwistWarp : MegaWarp
{
public float angle;
public bool doRegion;
public float from;
public float to;
public float Bias;
public MegaAxis axis;
private bool doBias;
private float height;
private float angleOverHeight;
private float theAngle;
private float bias;
private Matrix4x4 mat = default(Matrix4x4);
public override string WarpName()
{
return "Twist";
}
public override string GetIcon()
{
return "MegaTwist icon.png";
}
public override string GetHelpURL()
{
return "?page_id=2556";
}
private void CalcHeight(MegaAxis axis, float angle)
{
switch (axis)
{
case MegaAxis.X:
height = Width;
break;
case MegaAxis.Z:
height = Height;
break;
case MegaAxis.Y:
height = Length;
break;
}
if (height == 0f)
{
theAngle = 0f;
angleOverHeight = 0f;
}
else
{
theAngle = angle;
angleOverHeight = angle / height;
}
}
public override Vector3 Map(int i, Vector3 p)
{
if (theAngle == 0f)
{
return p;
}
p = tm.MultiplyPoint3x4(p);
Vector3 a = p;
float magnitude = p.magnitude;
float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
float x = p.x;
float z = p.z;
float num = ((!doRegion) ? p.y : ((p.y < from) ? from : ((!(p.y > to)) ? p.y : to)));
float num3;
if (doBias)
{
float num2 = num / height;
num3 = theAngle * Mathf.Pow(Mathf.Abs(num2), bias);
if (num2 < 0f)
{
num3 = 0f - num3;
}
}
else
{
num3 = num * angleOverHeight;
}
float num4 = Mathf.Cos((float)Math.PI / 180f * num3);
float num5 = Mathf.Sin((float)Math.PI / 180f * num3);
p.x = num4 * x + num5 * z;
p.z = (0f - num5) * x + num4 * z;
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);
if (Bias != 0f)
{
bias = 1f - (Bias + 100f) / 200f;
if (bias < 1E-05f)
{
bias = 1E-05f;
}
if (bias > 0.99999f)
{
bias = 0.99999f;
}
bias = Mathf.Log(bias) / Mathf.Log(0.5f);
doBias = true;
}
else
{
bias = 1f;
doBias = false;
}
CalcHeight(axis, angle);
totaldecay = Decay + decay;
if (totaldecay < 0f)
{
totaldecay = 0f;
}
if (from > to)
{
from = to;
}
if (to < from)
{
to = from;
}
return true;
}
public override void ExtraGizmo()
{
if (doRegion)
{
DrawFromTo(axis, from, to);
}
}
}