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authorchai <215380520@qq.com>2024-05-20 22:36:58 +0800
committerchai <215380520@qq.com>2024-05-20 22:36:58 +0800
commita22c505984697881f5f911a165ee022087b69e09 (patch)
treed3c030aef1ae9b8a01c889dd2902bb1e3324e72b /Thronefall_v1.0/Decompile/KeepRelativeRotationTo.cs
parent4a4cc82d069b26bc4d4532e73860f86b211ca239 (diff)
*renameHEADmaster
Diffstat (limited to 'Thronefall_v1.0/Decompile/KeepRelativeRotationTo.cs')
-rw-r--r--Thronefall_v1.0/Decompile/KeepRelativeRotationTo.cs59
1 files changed, 59 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/KeepRelativeRotationTo.cs b/Thronefall_v1.0/Decompile/KeepRelativeRotationTo.cs
new file mode 100644
index 0000000..94dbe16
--- /dev/null
+++ b/Thronefall_v1.0/Decompile/KeepRelativeRotationTo.cs
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+using UnityEngine;
+
+public class KeepRelativeRotationTo : MonoBehaviour
+{
+ [SerializeField]
+ private Transform transformToKeepRelativeRotationTo;
+
+ [SerializeField]
+ private Vector3 upVector = Vector3.up;
+
+ private Quaternion initialOffset;
+
+ private Vector3 selfPosition;
+
+ private Vector3 otherPosition;
+
+ private Quaternion localRotationStart;
+
+ private Vector3 upVectorAdjusted;
+
+ private void PrepareData()
+ {
+ if ((bool)base.transform.parent)
+ {
+ selfPosition = base.transform.localPosition;
+ otherPosition = base.transform.parent.worldToLocalMatrix.MultiplyPoint(transformToKeepRelativeRotationTo.position);
+ upVectorAdjusted = upVector;
+ }
+ else
+ {
+ selfPosition = base.transform.position;
+ otherPosition = transformToKeepRelativeRotationTo.position;
+ upVectorAdjusted = upVector;
+ }
+ }
+
+ private void Start()
+ {
+ if ((bool)base.transform.parent)
+ {
+ upVector = base.transform.localToWorldMatrix.MultiplyVector(upVector);
+ upVector = base.transform.parent.localToWorldMatrix.MultiplyVector(upVector);
+ upVector = upVector.normalized;
+ }
+ localRotationStart = base.transform.localRotation;
+ PrepareData();
+ initialOffset = Quaternion.Inverse(Quaternion.LookRotation(otherPosition - selfPosition, upVectorAdjusted));
+ }
+
+ private void Update()
+ {
+ if ((bool)transformToKeepRelativeRotationTo)
+ {
+ PrepareData();
+ Quaternion quaternion = Quaternion.LookRotation(otherPosition - selfPosition, upVectorAdjusted);
+ base.transform.localRotation = quaternion * initialOffset * localRotationStart;
+ }
+ }
+}