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using System;
namespace XUtliPoolLib
{
public class FloatCurve : IXCurve
{
public int length
{
get
{
return (this.value == null) ? 0 : this.value.Length;
}
}
public static float frameTime = 0.0333333351f;
public uint namehash;
public short maxValue;
public short landValue;
public short[] value = null;
public float Evaluate(float time)
{
bool flag = this.value == null;
float result;
if (flag)
{
result = 0f;
}
else
{
float num = time / FloatCurve.frameTime;
int num2 = (int)Math.Ceiling((double)num);
int num3 = (int)Math.Floor((double)num);
bool flag2 = num2 >= this.value.Length;
if (flag2)
{
num2 = this.value.Length - 1;
}
bool flag3 = num3 >= this.value.Length;
if (flag3)
{
num3 = this.value.Length - 1;
}
result = (float)this.value[num3] * 0.01f + (float)(this.value[num2] - this.value[num3]) * 0.01f / FloatCurve.frameTime * (time - (float)num3 * FloatCurve.frameTime);
}
return result;
}
public float GetValue(int index)
{
bool flag = this.value == null;
float result;
if (flag)
{
result = 0f;
}
else
{
result = (float)this.value[index] * 0.01f;
}
return result;
}
public float GetTime(int index)
{
return (float)index * FloatCurve.frameTime;
}
public float GetMaxValue()
{
return (float)this.maxValue * 0.01f;
}
public float GetLandValue()
{
return (float)this.landValue * 0.01f;
}
}
}
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