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90 lines
2.6 KiB
C#
90 lines
2.6 KiB
C#
3 weeks ago
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using UnityEngine;
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namespace Fusion.Addons.SimpleKCC
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{
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internal sealed class SmoothVector2 : SmoothValue<Vector2>
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{
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public SmoothVector2(int records)
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: base(records)
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{
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}
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public void FilterValues(bool positiveX, bool negativeX, bool positiveY, bool negativeY)
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{
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SmoothItem<Vector2>[] items = base.Items;
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if (positiveX)
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{
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int i = 0;
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for (int num = items.Length; i < num; i++)
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{
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SmoothItem<Vector2> smoothItem = items[i];
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if (smoothItem.Value.x > 0f)
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{
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smoothItem.Value.x = 0f;
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}
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}
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}
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if (negativeX)
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{
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int j = 0;
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for (int num2 = items.Length; j < num2; j++)
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{
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SmoothItem<Vector2> smoothItem = items[j];
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if (smoothItem.Value.x < 0f)
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{
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smoothItem.Value.x = 0f;
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}
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}
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}
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if (positiveY)
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{
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int k = 0;
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for (int num3 = items.Length; k < num3; k++)
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{
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SmoothItem<Vector2> smoothItem = items[k];
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if (smoothItem.Value.y > 0f)
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{
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smoothItem.Value.y = 0f;
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}
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}
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}
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if (!negativeY)
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{
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return;
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}
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int l = 0;
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for (int num4 = items.Length; l < num4; l++)
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{
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SmoothItem<Vector2> smoothItem = items[l];
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if (smoothItem.Value.y < 0f)
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{
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smoothItem.Value.y = 0f;
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}
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}
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}
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protected override Vector2 GetDefaultValue()
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{
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return Vector2.zero;
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}
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protected override Vector2 AccumulateValue(Vector2 accumulatedValue, Vector2 value, double scale)
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{
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accumulatedValue.x = (float)((double)accumulatedValue.x + (double)value.x * scale);
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accumulatedValue.y = (float)((double)accumulatedValue.y + (double)value.y * scale);
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return accumulatedValue;
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}
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protected override Vector2 GetSmoothValue(Vector2 accumulatedValue, double scale)
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{
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accumulatedValue.x = (float)((double)accumulatedValue.x * scale);
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accumulatedValue.y = (float)((double)accumulatedValue.y * scale);
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return accumulatedValue;
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}
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}
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}
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