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-rw-r--r--Valheim_r202102_v0.141.2/Valheim/assembly_valheim/CircleProjector.cs63
1 files changed, 0 insertions, 63 deletions
diff --git a/Valheim_r202102_v0.141.2/Valheim/assembly_valheim/CircleProjector.cs b/Valheim_r202102_v0.141.2/Valheim/assembly_valheim/CircleProjector.cs
deleted file mode 100644
index a60fab6..0000000
--- a/Valheim_r202102_v0.141.2/Valheim/assembly_valheim/CircleProjector.cs
+++ /dev/null
@@ -1,63 +0,0 @@
-using System;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class CircleProjector : MonoBehaviour
-{
- public float m_radius = 5f;
-
- public int m_nrOfSegments = 20;
-
- public GameObject m_prefab;
-
- public LayerMask m_mask;
-
- private List<GameObject> m_segments = new List<GameObject>();
-
- private void Start()
- {
- CreateSegments();
- }
-
- private void Update()
- {
- CreateSegments();
- float num = (float)Math.PI * 2f / (float)m_segments.Count;
- for (int i = 0; i < m_segments.Count; i++)
- {
- float f = (float)i * num + Time.time * 0.1f;
- Vector3 vector = base.transform.position + new Vector3(Mathf.Sin(f) * m_radius, 0f, Mathf.Cos(f) * m_radius);
- GameObject obj = m_segments[i];
- if (Physics.Raycast(vector + Vector3.up * 500f, Vector3.down, out var hitInfo, 1000f, m_mask.value))
- {
- vector.y = hitInfo.point.y;
- }
- obj.transform.position = vector;
- }
- for (int j = 0; j < m_segments.Count; j++)
- {
- GameObject obj2 = m_segments[j];
- GameObject gameObject = ((j == 0) ? m_segments[m_segments.Count - 1] : m_segments[j - 1]);
- Vector3 normalized = (((j == m_segments.Count - 1) ? m_segments[0] : m_segments[j + 1]).transform.position - gameObject.transform.position).normalized;
- obj2.transform.rotation = Quaternion.LookRotation(normalized, Vector3.up);
- }
- }
-
- private void CreateSegments()
- {
- if (m_segments.Count == m_nrOfSegments)
- {
- return;
- }
- foreach (GameObject segment in m_segments)
- {
- UnityEngine.Object.Destroy(segment);
- }
- m_segments.Clear();
- for (int i = 0; i < m_nrOfSegments; i++)
- {
- GameObject item = UnityEngine.Object.Instantiate(m_prefab, base.transform.position, Quaternion.identity, base.transform);
- m_segments.Add(item);
- }
- }
-}