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path: root/Thronefall_v1.0/Decompile/CameraBounds.cs
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-rw-r--r--Thronefall_v1.0/Decompile/CameraBounds.cs135
1 files changed, 135 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/CameraBounds.cs b/Thronefall_v1.0/Decompile/CameraBounds.cs
new file mode 100644
index 0000000..2eb79dc
--- /dev/null
+++ b/Thronefall_v1.0/Decompile/CameraBounds.cs
@@ -0,0 +1,135 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+[CreateAssetMenu]
+public class CameraBounds : ScriptableObject
+{
+ public List<Vector2> bounds = new List<Vector2>();
+
+ private List<Vector2> boundsToUse = new List<Vector2>();
+
+ public void PrepareBounds(float offset)
+ {
+ boundsToUse = new List<Vector2>(bounds);
+ for (int i = 0; i < 10; i++)
+ {
+ GrowShrinkPoly(boundsToUse, offset / 10f, offset / 10f * 2f);
+ }
+ MakeBoundsConvex(boundsToUse);
+ }
+
+ public static void GrowShrinkPoly(List<Vector2> bounds, float offset, float minDistance)
+ {
+ int count = bounds.Count;
+ for (int i = 0; i < count; i++)
+ {
+ Vector2 vector = bounds[(i - 1 + count) % count];
+ Vector2 vector2 = bounds[i];
+ Vector2 vector3 = bounds[(i + 1) % count];
+ Vector2 normalized = (vector2 - vector).normalized;
+ Vector2 normalized2 = (vector3 - vector2).normalized;
+ Vector2 vector4 = new Vector2(0f - normalized.y, normalized.x);
+ Vector2 vector5 = new Vector2(0f - normalized2.y, normalized2.x);
+ Vector2 vector6 = (vector4 + vector5) / 2f;
+ Vector2 vector7 = vector2 + vector6 * offset;
+ float num = Vector2.Distance(vector7, vector);
+ float num2 = Vector2.Distance(vector7, vector3);
+ if (num >= minDistance && num2 >= minDistance)
+ {
+ bounds[i] = vector7;
+ }
+ }
+ }
+
+ public static void BevelPolygon(List<Vector2> bounds, float percentageOfSideLength)
+ {
+ List<Vector2> list = new List<Vector2>();
+ for (int i = 0; i < bounds.Count; i++)
+ {
+ Vector2 vector = bounds[(i - 1 + bounds.Count) % bounds.Count];
+ Vector2 vector2 = bounds[i];
+ Vector2 vector3 = bounds[(i + 1) % bounds.Count];
+ Vector2 normalized = (vector - vector2).normalized;
+ Vector2 normalized2 = (vector3 - vector2).normalized;
+ float num = (vector - vector2).magnitude * percentageOfSideLength;
+ float num2 = (vector3 - vector2).magnitude * percentageOfSideLength;
+ Vector2 item = vector2 + normalized * num;
+ Vector2 item2 = vector2 + normalized2 * num2;
+ list.Add(item);
+ list.Add(item2);
+ }
+ bounds.Clear();
+ bounds.AddRange(list);
+ }
+
+ public static void DrawPolygonDebug(List<Vector2> bounds, float height)
+ {
+ int count = bounds.Count;
+ for (int i = 0; i < count; i++)
+ {
+ Vector3 start = new Vector3(bounds[i].x, height, bounds[i].y);
+ Vector3 end = new Vector3(bounds[(i + 1) % count].x, height, bounds[(i + 1) % count].y);
+ Debug.DrawLine(start, end, Color.red, Time.deltaTime * 3f);
+ }
+ }
+
+ public static void MakeBoundsConvex(List<Vector2> bounds)
+ {
+ int num = 0;
+ while (num < bounds.Count)
+ {
+ Vector2 vector = bounds[num];
+ Vector2 vector2 = bounds[(num + 1) % bounds.Count];
+ Vector2 vector3 = bounds[(num + 2) % bounds.Count];
+ float current = Mathf.Atan2(vector.y - vector2.y, vector.x - vector2.x) * 57.29578f;
+ float target = Mathf.Atan2(vector3.y - vector2.y, vector3.x - vector2.x) * 57.29578f;
+ if (Mathf.DeltaAngle(current, target) <= 0f)
+ {
+ bounds.RemoveAt((num + 1) % bounds.Count);
+ }
+ else
+ {
+ num++;
+ }
+ }
+ }
+
+ public bool IsInBounds(Vector2 point)
+ {
+ bool flag = false;
+ int num = 0;
+ int index = boundsToUse.Count - 1;
+ while (num < boundsToUse.Count)
+ {
+ if (boundsToUse[num].y > point.y != boundsToUse[index].y > point.y && point.x < (boundsToUse[index].x - boundsToUse[num].x) * (point.y - boundsToUse[num].y) / (boundsToUse[index].y - boundsToUse[num].y) + boundsToUse[num].x)
+ {
+ flag = !flag;
+ }
+ index = num++;
+ }
+ return flag;
+ }
+
+ public Vector2 ClosestPointOnBounds(Vector2 point)
+ {
+ Vector2 result = default(Vector2);
+ float num = float.MaxValue;
+ int num2 = 0;
+ int index = boundsToUse.Count - 1;
+ while (num2 < boundsToUse.Count)
+ {
+ Vector2 vector = boundsToUse[index];
+ Vector2 vector2 = boundsToUse[num2];
+ float num3 = Vector2.Dot(point - vector, vector2 - vector) / Vector2.Dot(vector2 - vector, vector2 - vector);
+ Vector2 vector3 = ((num3 < 0f) ? vector : ((!(num3 > 1f)) ? (vector + num3 * (vector2 - vector)) : vector2));
+ float sqrMagnitude = (vector3 - point).sqrMagnitude;
+ if (sqrMagnitude < num)
+ {
+ num = sqrMagnitude;
+ result = vector3;
+ }
+ index = num2++;
+ }
+ return result;
+ }
+}