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

130 lines
3.6 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("MegaShapes/Star")]
public class MegaShapeStar : MegaShape
{
private const float CIRCLE_VECTOR_LENGTH = 0.5517862f;
private const int MIN_POINTS = 3;
private const int MAX_POINTS = 100;
private const float MIN_RADIUS = 0f;
private const float MAX_RADIUS = float.MaxValue;
private const float MIN_DIST = -180f;
private const float MAX_DIST = 180f;
private const int DEF_POINTS = 6;
private const float DEF_DIST = 0f;
private const float PI180 = 0.0174532f;
public float radius1 = 2f;
public float radius2 = 1f;
public int points = 6;
public float distortion;
public float fillet1;
public float fillet2;
public override string GetHelpURL()
{
return "?page_id=396";
}
public override void MakeShape()
{
Matrix4x4 matrix = GetMatrix();
Vector3 zero = Vector3.zero;
radius1 = Mathf.Clamp(radius1, 0f, float.MaxValue);
radius2 = Mathf.Clamp(radius2, 0f, float.MaxValue);
distortion = Mathf.Clamp(distortion, -180f, 180f);
points = Mathf.Clamp(points, 3, 100);
fillet1 = Mathf.Clamp(fillet1, 0f, float.MaxValue);
fillet2 = Mathf.Clamp(fillet2, 0f, float.MaxValue);
if (splines.Count == 0)
{
MegaSpline item = new MegaSpline();
splines.Add(item);
}
MegaSpline megaSpline = splines[0];
megaSpline.knots.Clear();
float num = 0.0174532f * distortion;
float num2 = (float)Math.PI / (float)points;
for (int i = 0; i < 2 * points; i++)
{
if (i % 2 != 0)
{
float num3 = (float)Math.PI * (float)i / (float)points;
zero.x = Mathf.Cos(num3) * radius1;
zero.y = Mathf.Sin(num3) * radius1;
zero.z = 0f;
if (fillet1 > 0f)
{
float f = num3 - num2;
float f2 = num3 + num2;
float num4 = Mathf.Sin(f);
float num5 = Mathf.Sin(f2);
float num6 = Mathf.Cos(f);
float num7 = Mathf.Cos(f2);
Vector3 vector = new Vector3(radius2 * num6, radius2 * num4, 0f);
Vector3 vector2 = new Vector3(radius2 * num7, radius2 * num5, 0f);
Vector3 vector3 = Vector3.Normalize(vector - zero) * fillet1;
Vector3 vector4 = Vector3.Normalize(vector2 - zero) * fillet1;
Vector3 vector5 = vector3 * 0.5517862f;
Vector3 vector6 = vector4 * 0.5517862f;
Vector3 vector7 = zero + vector3;
Vector3 vector8 = zero + vector4;
megaSpline.AddKnot(vector7, vector7 + vector5, vector7 - vector5, matrix);
megaSpline.AddKnot(vector8, vector8 - vector6, vector8 + vector6, matrix);
}
else
{
megaSpline.AddKnot(zero, zero, zero, matrix);
}
}
else
{
float num3 = num2 * (float)i + num;
zero.x = Mathf.Cos(num3) * radius2;
zero.y = Mathf.Sin(num3) * radius2;
zero.z = 0f;
if (fillet2 > 0f)
{
float f3 = num3 - num2 - num;
float f4 = num3 + num2 + num;
float num8 = Mathf.Sin(f3);
float num9 = Mathf.Sin(f4);
float num10 = Mathf.Cos(f3);
float num11 = Mathf.Cos(f4);
Vector3 vector9 = new Vector3(radius1 * num10, radius1 * num8, 0f);
Vector3 vector10 = new Vector3(radius1 * num11, radius1 * num9, 0f);
Vector3 vector11 = Vector3.Normalize(vector9 - zero) * fillet2;
Vector3 vector12 = Vector3.Normalize(vector10 - zero) * fillet2;
Vector3 vector13 = vector11 * 0.5517862f;
Vector3 vector14 = vector12 * 0.5517862f;
Vector3 vector15 = zero + vector11;
Vector3 vector16 = zero + vector12;
megaSpline.AddKnot(vector15, vector15 + vector13, vector15 - vector13, matrix);
megaSpline.AddKnot(vector16, vector16 - vector14, vector16 + vector14, matrix);
}
else
{
megaSpline.AddKnot(zero, zero, zero, matrix);
}
}
}
megaSpline.closed = true;
CalcLength();
}
}