r2mods/ilspy_dump/ror2_csproj/RoR2.UI/ModelPanel.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using HG;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.UI;
namespace RoR2.UI;
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(RawImage))]
public class ModelPanel : MonoBehaviour, IBeginDragHandler, IEventSystemHandler, IDragHandler, IScrollHandler, IEndDragHandler
{
private class CameraFramingCalculator
{
private GameObject modelInstance;
private Transform root;
private readonly List<Transform> boneList = new List<Transform>();
private HurtBoxGroup hurtBoxGroup;
private HurtBox[] hurtBoxes = Array.Empty<HurtBox>();
public Vector3 outputPivotPoint;
public Vector3 outputCameraPosition;
public float outputMinDistance;
public float outputMaxDistance;
public Quaternion outputCameraRotation;
private static void GenerateBoneList(Transform rootBone, List<Transform> boneList)
{
boneList.AddRange(rootBone.gameObject.GetComponentsInChildren<Transform>());
}
public CameraFramingCalculator(GameObject modelInstance)
{
this.modelInstance = modelInstance;
root = modelInstance.transform;
GenerateBoneList(root, boneList);
hurtBoxGroup = modelInstance.GetComponent<HurtBoxGroup>();
if ((bool)hurtBoxGroup)
{
hurtBoxes = hurtBoxGroup.hurtBoxes;
}
}
private bool FindBestEyePoint(out Vector3 result, out float approximateEyeRadius)
{
approximateEyeRadius = 1f;
IEnumerable<Transform> source = boneList.Where(FirstChoice);
if (!source.Any())
{
source = boneList.Where(SecondChoice);
}
Vector3[] array = source.Select((Transform bone) => bone.position).ToArray();
result = Vector3Utils.AveragePrecise(array);
for (int i = 0; i < array.Length; i++)
{
float magnitude = (array[i] - result).magnitude;
if (magnitude > approximateEyeRadius)
{
approximateEyeRadius = magnitude;
}
}
return array.Length != 0;
static bool FirstChoice(Transform bone)
{
if ((bool)bone.GetComponent<SkinnedMeshRenderer>())
{
return false;
}
string name = bone.name;
if (name.Equals("eye", StringComparison.OrdinalIgnoreCase))
{
return true;
}
if (name.Equals("eyeball.1", StringComparison.OrdinalIgnoreCase))
{
return true;
}
return false;
}
static bool SecondChoice(Transform bone)
{
if ((bool)bone.GetComponent<SkinnedMeshRenderer>())
{
return false;
}
return bone.name.ToLower().Contains("eye");
}
}
private bool FindBestHeadPoint(string searchName, out Vector3 result, out float approximateRadius)
{
Transform[] array = boneList.Where((Transform bone) => string.Equals(bone.name, searchName, StringComparison.OrdinalIgnoreCase)).ToArray();
if (array.Length == 0)
{
array = boneList.Where((Transform bone) => bone.name.ToLower(CultureInfo.InvariantCulture).Contains(searchName)).ToArray();
}
if (array.Length != 0)
{
foreach (Transform bone2 in array)
{
if (TryCalcBoneBounds(bone2, 0.2f, out var bounds, out approximateRadius))
{
result = bounds.center;
return true;
}
}
}
result = Vector3.zero;
approximateRadius = 0f;
return false;
}
private static float CalcMagnitudeToFrameSphere(float sphereRadius, float fieldOfView)
{
float num = fieldOfView * 0.5f;
float num2 = 90f;
return Mathf.Tan((180f - num2 - num) * (MathF.PI / 180f)) * sphereRadius;
}
private bool FindBestCenterOfMass(out Vector3 result, out float approximateRadius)
{
_ = from bone in boneList
select bone.GetComponent<HurtBox>() into hurtBox
where hurtBox
select hurtBox;
if ((bool)hurtBoxGroup && (bool)hurtBoxGroup.mainHurtBox)
{
result = hurtBoxGroup.mainHurtBox.transform.position;
approximateRadius = Util.SphereVolumeToRadius(hurtBoxGroup.mainHurtBox.volume);
return true;
}
result = Vector3.zero;
approximateRadius = 1f;
return false;
}
private static float GetWeightForBone(ref BoneWeight boneWeight, int boneIndex)
{
if (boneWeight.boneIndex0 == boneIndex)
{
return boneWeight.weight0;
}
if (boneWeight.boneIndex1 == boneIndex)
{
return boneWeight.weight1;
}
if (boneWeight.boneIndex2 == boneIndex)
{
return boneWeight.weight2;
}
if (boneWeight.boneIndex3 == boneIndex)
{
return boneWeight.weight3;
}
return 0f;
}
private static int FindBoneIndex(SkinnedMeshRenderer _skinnedMeshRenderer, Transform _bone)
{
Transform[] bones = _skinnedMeshRenderer.bones;
for (int i = 0; i < bones.Length; i++)
{
if (bones[i] == _bone)
{
return i;
}
}
return -1;
}
private bool TryCalcBoneBounds(Transform bone, float weightThreshold, out Bounds bounds, out float approximateRadius)
{
SkinnedMeshRenderer[] componentsInChildren = modelInstance.GetComponentsInChildren<SkinnedMeshRenderer>();
SkinnedMeshRenderer skinnedMeshRenderer = null;
Mesh mesh = null;
int num = -1;
List<int> list = new List<int>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
skinnedMeshRenderer = componentsInChildren[i];
mesh = skinnedMeshRenderer.sharedMesh;
if (!mesh)
{
continue;
}
num = FindBoneIndex(skinnedMeshRenderer, bone);
if (num != -1)
{
BoneWeight[] boneWeights = mesh.boneWeights;
for (int j = 0; j < boneWeights.Length; j++)
{
if (GetWeightForBone(ref boneWeights[j], num) > weightThreshold)
{
list.Add(j);
}
}
if (list.Count == 0)
{
num = -1;
}
}
if (num != -1)
{
break;
}
}
if (num == -1)
{
bounds = default(Bounds);
approximateRadius = 0f;
return false;
}
Mesh mesh2 = new Mesh();
skinnedMeshRenderer.BakeMesh(mesh2);
Vector3[] vertices = mesh2.vertices;
UnityEngine.Object.Destroy(mesh2);
if (mesh2.vertexCount != mesh.vertexCount)
{
Debug.LogWarningFormat("Baked mesh vertex count differs from the original mesh vertex count! baked={0} original={1}", mesh2.vertexCount, mesh.vertexCount);
vertices = mesh.vertices;
}
Vector3[] array = new Vector3[list.Count];
Transform transform = skinnedMeshRenderer.transform;
Vector3 position = transform.position;
Quaternion rotation = transform.rotation;
for (int k = 0; k < list.Count; k++)
{
int num2 = list[k];
Vector3 vector = vertices[num2];
Vector3 vector2 = position + rotation * vector;
array[k] = vector2;
}
bounds = new Bounds(Vector3Utils.AveragePrecise(array), Vector3.zero);
float num3 = 0f;
for (int l = 0; l < array.Length; l++)
{
bounds.Encapsulate(array[l]);
float num4 = Vector3.Distance(bounds.center, array[l]);
if (num4 > num3)
{
num3 = num4;
}
}
approximateRadius = num3;
return true;
}
public void GetCharacterThumbnailPosition(float fov)
{
ModelPanelParameters component = modelInstance.GetComponent<ModelPanelParameters>();
if ((bool)component)
{
if ((bool)component.focusPointTransform)
{
outputPivotPoint = component.focusPointTransform.position;
}
if ((bool)component.cameraPositionTransform)
{
outputCameraPosition = component.cameraPositionTransform.position;
}
outputCameraRotation = Util.QuaternionSafeLookRotation(component.cameraDirection);
outputMinDistance = component.minDistance;
outputMaxDistance = component.maxDistance;
return;
}
Vector3 result = Vector3.zero;
float approximateRadius = 1f;
bool flag = FindBestHeadPoint("head", out result, out approximateRadius);
if (!flag)
{
flag = FindBestHeadPoint("chest", out result, out approximateRadius);
}
bool flag2 = false;
bool flag3 = false;
float num = 1f;
float approximateEyeRadius = 1f;
flag2 = FindBestEyePoint(out var result2, out approximateEyeRadius);
if (!flag)
{
approximateRadius = approximateEyeRadius;
}
if (flag2)
{
result = result2;
}
if (!flag && !flag2)
{
flag3 = FindBestCenterOfMass(out result, out approximateRadius);
}
float num2 = 1f;
if (Util.GuessRenderBoundsMeshOnly(modelInstance, out var bounds))
{
if (flag3)
{
approximateRadius = Util.SphereVolumeToRadius(bounds.size.x * bounds.size.y * bounds.size.z);
}
Mathf.Max((result.y - bounds.min.y) / bounds.size.y - 0.5f - 0.2f, 0f);
_ = bounds.center;
num2 = bounds.size.z / bounds.size.x;
outputMinDistance = Mathf.Min(bounds.size.x, bounds.size.y, bounds.size.z) * 1f;
outputMaxDistance = Mathf.Max(bounds.size.x, bounds.size.y, bounds.size.z) * 2f;
}
Vector3 vector = -root.forward;
for (int i = 0; i < boneList.Count; i++)
{
if (boneList[i].name.Equals("muzzle", StringComparison.OrdinalIgnoreCase))
{
Vector3 vector2 = root.position - boneList[i].position;
vector2.y = 0f;
float magnitude = vector2.magnitude;
if (magnitude > 0.2f)
{
vector2 /= magnitude;
vector = vector2;
break;
}
}
}
vector = Quaternion.Euler(0f, 57.29578f * Mathf.Atan(num2 - 1f) * 1f, 0f) * vector;
Vector3 vector3 = -vector * (CalcMagnitudeToFrameSphere(approximateRadius, fov) + num);
Vector3 vector4 = result + vector3;
outputPivotPoint = result;
outputCameraPosition = vector4;
outputCameraRotation = Util.QuaternionSafeLookRotation(result - vector4);
}
}
private GameObject _modelPrefab;
public GameObject modelPostProcessVolumePrefab;
public Vector3 modelPostProcessVolumePosition = Vector3.zero;
public RenderSettingsState renderSettings;
public Color camBackgroundColor = Color.clear;
public bool disablePostProcessLayer = true;
public bool useUnscaledTime;
private static int isGroundedParamHash = Animator.StringToHash("isGrounded");
private static int aimPitchCycleParamHash = Animator.StringToHash("aimPitchCycle");
private static int aimYawCycleParamHash = Animator.StringToHash("aimYawCycle");
private static int IdleStateHash = Animator.StringToHash("Idle");
private RectTransform rectTransform;
private RawImage rawImage;
private GameObject modelInstance;
private CameraRigController cameraRigController;
private ModelCamera modelCamera;
public GameObject headlightPrefab;
public GameObject[] lightPrefabs;
private GameObject modelPostProcessVolumeInstance;
private Vector3 postProcessVolumeLocation;
private Light headlight;
public float fov = 60f;
public bool enableGamepadControls;
public float gamepadZoomSensitivity;
public float gamepadRotateSensitivity;
public UILayerKey requiredTopLayer;
private MPEventSystemLocator mpEventSystemLocator;
private float zoom = 0.5f;
private float desiredZoom = 0.5f;
private float zoomVelocity;
private float minDistance = 0.5f;
private float maxDistance = 10f;
private float orbitPitch;
private float orbitYaw = 180f;
private Vector3 orbitalVelocity = Vector3.zero;
private Vector3 orbitalVelocitySmoothDampVelocity = Vector3.zero;
private Vector2 pan;
private Vector2 panVelocity;
private Vector2 panVelocitySmoothDampVelocity;
private Vector3 pivotPoint = Vector3.zero;
private List<Light> lights = new List<Light>();
private Vector2 orbitDragPoint;
private Vector2 panDragPoint;
private int orbitDragCount;
private int panDragCount;
public GameObject modelPrefab
{
get
{
return _modelPrefab;
}
set
{
if (!(_modelPrefab == value))
{
DestroyModelInstance();
_modelPrefab = value;
BuildModelInstance();
}
}
}
public RenderTexture renderTexture { get; private set; }
private void DestroyModelInstance()
{
UnityEngine.Object.Destroy(modelInstance);
modelInstance = null;
}
private void BuildModelInstance()
{
if (!_modelPrefab || !base.enabled || (bool)modelInstance)
{
return;
}
modelInstance = UnityEngine.Object.Instantiate(_modelPrefab, modelPostProcessVolumePosition, Quaternion.identity);
ModelPanelParameters component = _modelPrefab.GetComponent<ModelPanelParameters>();
if ((bool)component)
{
modelInstance.transform.rotation = component.modelRotation;
}
Util.GuessRenderBoundsMeshOnly(modelInstance, out var bounds);
pivotPoint = bounds.center;
minDistance = Mathf.Min(bounds.size.x, bounds.size.y, bounds.size.z) * 1f;
maxDistance = Mathf.Max(bounds.size.x, bounds.size.y, bounds.size.z) * 2f;
Renderer[] componentsInChildren = modelInstance.GetComponentsInChildren<Renderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].gameObject.layer = LayerIndex.noDraw.intVal;
}
AimAnimator[] componentsInChildren2 = modelInstance.GetComponentsInChildren<AimAnimator>();
for (int j = 0; j < componentsInChildren2.Length; j++)
{
componentsInChildren2[j].inputBank = null;
componentsInChildren2[j].directionComponent = null;
componentsInChildren2[j].enabled = false;
}
Animator[] componentsInChildren3 = modelInstance.GetComponentsInChildren<Animator>();
foreach (Animator obj in componentsInChildren3)
{
obj.SetBool(isGroundedParamHash, value: true);
obj.SetFloat(aimPitchCycleParamHash, 0.5f);
obj.SetFloat(aimYawCycleParamHash, 0.5f);
obj.Play(IdleStateHash);
obj.Update(0f);
obj.updateMode = AnimatorUpdateMode.UnscaledTime;
}
IKSimpleChain[] componentsInChildren4 = modelInstance.GetComponentsInChildren<IKSimpleChain>();
for (int l = 0; l < componentsInChildren4.Length; l++)
{
componentsInChildren4[l].enabled = false;
}
DitherModel[] componentsInChildren5 = modelInstance.GetComponentsInChildren<DitherModel>();
for (int m = 0; m < componentsInChildren5.Length; m++)
{
componentsInChildren5[m].enabled = false;
}
PrintController[] componentsInChildren6 = modelInstance.GetComponentsInChildren<PrintController>();
for (int m = 0; m < componentsInChildren6.Length; m++)
{
componentsInChildren6[m].enabled = false;
}
LightIntensityCurve[] componentsInChildren7 = modelInstance.GetComponentsInChildren<LightIntensityCurve>();
foreach (LightIntensityCurve lightIntensityCurve in componentsInChildren7)
{
if (!lightIntensityCurve.loop)
{
lightIntensityCurve.enabled = false;
}
}
AkEvent[] componentsInChildren8 = modelInstance.GetComponentsInChildren<AkEvent>();
for (int m = 0; m < componentsInChildren8.Length; m++)
{
componentsInChildren8[m].enabled = false;
}
TemporaryOverlay[] componentsInChildren9 = modelInstance.GetComponentsInChildren<TemporaryOverlay>();
for (int m = 0; m < componentsInChildren9.Length; m++)
{
UnityEngine.Object.Destroy(componentsInChildren9[m]);
}
ParticleSystem[] componentsInChildren10 = modelInstance.GetComponentsInChildren<ParticleSystem>();
for (int m = 0; m < componentsInChildren10.Length; m++)
{
ParticleSystem.MainModule main = componentsInChildren10[m].main;
main.useUnscaledTime = true;
}
desiredZoom = 0.5f;
zoom = desiredZoom;
zoomVelocity = 0f;
ResetOrbitAndPan();
}
private void ResetOrbitAndPan()
{
orbitPitch = 0f;
orbitYaw = 0f;
orbitalVelocity = Vector3.zero;
orbitalVelocitySmoothDampVelocity = Vector3.zero;
pan = Vector2.zero;
panVelocity = Vector2.zero;
panVelocitySmoothDampVelocity = Vector2.zero;
}
private void Awake()
{
modelPostProcessVolumeInstance = UnityEngine.Object.Instantiate(modelPostProcessVolumePrefab, modelPostProcessVolumePosition, Quaternion.identity);
rectTransform = GetComponent<RectTransform>();
rawImage = GetComponent<RawImage>();
mpEventSystemLocator = GetComponent<MPEventSystemLocator>();
cameraRigController = UnityEngine.Object.Instantiate(LegacyResourcesAPI.Load<GameObject>("Prefabs/Main Camera")).GetComponent<CameraRigController>();
cameraRigController.gameObject.name = "ModelCamera";
cameraRigController.uiCam.gameObject.SetActive(value: false);
cameraRigController.createHud = false;
cameraRigController.enableFading = false;
cameraRigController.enableMusic = false;
GameObject gameObject = cameraRigController.sceneCam.gameObject;
modelCamera = gameObject.AddComponent<ModelCamera>();
cameraRigController.transform.position = modelPostProcessVolumeInstance.transform.position - Vector3.forward * 10f;
cameraRigController.transform.forward = Vector3.forward;
CameraResolutionScaler component = gameObject.GetComponent<CameraResolutionScaler>();
if ((bool)component)
{
component.enabled = false;
}
Camera sceneCam = cameraRigController.sceneCam;
sceneCam.backgroundColor = Color.clear;
sceneCam.clearFlags = CameraClearFlags.Color;
if (disablePostProcessLayer)
{
PostProcessLayer component2 = sceneCam.GetComponent<PostProcessLayer>();
if ((bool)component2)
{
component2.enabled = false;
}
}
Vector3 eulerAngles = cameraRigController.transform.eulerAngles;
orbitPitch = eulerAngles.x;
orbitYaw = eulerAngles.y;
modelCamera.attachedCamera.backgroundColor = camBackgroundColor;
modelCamera.attachedCamera.clearFlags = CameraClearFlags.Color;
modelCamera.attachedCamera.cullingMask = LayerIndex.manualRender.mask;
if ((bool)headlightPrefab)
{
headlight = UnityEngine.Object.Instantiate(headlightPrefab, modelCamera.transform).GetComponent<Light>();
if ((bool)headlight)
{
headlight.gameObject.SetActive(value: true);
modelCamera.AddLight(headlight);
}
}
for (int i = 0; i < lightPrefabs.Length; i++)
{
GameObject obj = UnityEngine.Object.Instantiate(lightPrefabs[i]);
Light component3 = obj.GetComponent<Light>();
obj.SetActive(value: true);
lights.Add(component3);
modelCamera.AddLight(component3);
}
}
public void Start()
{
BuildRenderTexture();
desiredZoom = 0.5f;
zoom = desiredZoom;
zoomVelocity = 0f;
}
private void OnDestroy()
{
UnityEngine.Object.Destroy(renderTexture);
if ((bool)modelPostProcessVolumeInstance)
{
UnityEngine.Object.Destroy(modelPostProcessVolumeInstance);
}
if ((bool)cameraRigController)
{
UnityEngine.Object.Destroy(cameraRigController.gameObject);
}
foreach (Light light in lights)
{
UnityEngine.Object.Destroy(light.gameObject);
}
}
private void OnDisable()
{
DestroyModelInstance();
}
private void OnEnable()
{
BuildModelInstance();
}
public void Update()
{
UpdateForModelViewer(Time.unscaledDeltaTime);
if (enableGamepadControls && (!requiredTopLayer || requiredTopLayer.representsTopLayer) && mpEventSystemLocator.eventSystem.currentInputSource == MPEventSystem.InputSource.Gamepad && (bool)mpEventSystemLocator.eventSystem)
{
float axis = mpEventSystemLocator.eventSystem.player.GetAxis(16);
float axis2 = mpEventSystemLocator.eventSystem.player.GetAxis(17);
bool button = mpEventSystemLocator.eventSystem.player.GetButton(29);
bool button2 = mpEventSystemLocator.eventSystem.player.GetButton(30);
Vector3 zero = Vector3.zero;
zero.y = (0f - axis) * gamepadRotateSensitivity;
zero.x = axis2 * gamepadRotateSensitivity;
orbitalVelocity = zero;
if (button != button2)
{
desiredZoom = Mathf.Clamp01(desiredZoom + (button ? 0.1f : (-0.1f)) * Time.deltaTime * gamepadZoomSensitivity);
}
}
}
public void LateUpdate()
{
modelCamera.attachedCamera.aspect = (float)renderTexture.width / (float)renderTexture.height;
cameraRigController.baseFov = fov;
modelCamera.renderSettings = renderSettings;
modelCamera.RenderItem(modelInstance, renderTexture);
}
private void OnRectTransformDimensionsChange()
{
BuildRenderTexture();
}
private void BuildRenderTexture()
{
if (!rectTransform)
{
return;
}
Vector3[] fourCornersArray = new Vector3[4];
rectTransform.GetLocalCorners(fourCornersArray);
Vector2 size = rectTransform.rect.size;
int num = Mathf.FloorToInt(size.x);
int num2 = Mathf.FloorToInt(size.y);
if (!renderTexture || renderTexture.width != num || renderTexture.height != num2)
{
UnityEngine.Object.Destroy(renderTexture);
renderTexture = null;
if (num > 0 && num2 > 0)
{
RenderTextureDescriptor desc = new RenderTextureDescriptor(num, num2, RenderTextureFormat.ARGB32);
desc.sRGB = true;
renderTexture = new RenderTexture(desc);
renderTexture.useMipMap = false;
renderTexture.filterMode = FilterMode.Bilinear;
}
rawImage.texture = renderTexture;
}
}
private void UpdateForModelViewer(float deltaTime)
{
zoom = Mathf.SmoothDamp(zoom, desiredZoom, ref zoomVelocity, 0.1f, 10f, deltaTime);
orbitPitch %= 360f;
if (orbitPitch < -180f)
{
orbitPitch += 360f;
}
else if (orbitPitch > 180f)
{
orbitPitch -= 360f;
}
orbitPitch = Mathf.Clamp(orbitPitch + orbitalVelocity.x * deltaTime, -89f, 89f);
orbitYaw += orbitalVelocity.y * deltaTime;
orbitalVelocity = Vector3.SmoothDamp(orbitalVelocity, Vector3.zero, ref orbitalVelocitySmoothDampVelocity, 0.25f, 2880f, deltaTime);
if (orbitDragCount > 0)
{
orbitalVelocity = Vector3.zero;
orbitalVelocitySmoothDampVelocity = Vector3.zero;
}
pan += panVelocity * deltaTime;
panVelocity = Vector2.SmoothDamp(panVelocity, Vector2.zero, ref panVelocitySmoothDampVelocity, 0.25f, 100f, deltaTime);
if (panDragCount > 0)
{
panVelocity = Vector2.zero;
panVelocitySmoothDampVelocity = Vector2.zero;
}
Quaternion quaternion = Quaternion.Euler(orbitPitch, orbitYaw, 0f);
cameraRigController.transform.forward = quaternion * Vector3.forward;
Vector3 forward = cameraRigController.transform.forward;
Vector3 position = pivotPoint + forward * (0f - Mathf.LerpUnclamped(minDistance, maxDistance, zoom)) + cameraRigController.transform.up * pan.y + cameraRigController.transform.right * pan.x;
cameraRigController.transform.position = position;
}
public void SetAnglesForCharacterThumbnailForSeconds(float time, bool setZoom = false)
{
SetAnglesForCharacterThumbnail(setZoom);
float t = time;
Action func = null;
func = delegate
{
t -= (useUnscaledTime ? Time.fixedUnscaledDeltaTime : Time.deltaTime);
if ((bool)this)
{
SetAnglesForCharacterThumbnail(setZoom);
}
if (t <= 0f)
{
RoR2Application.onUpdate -= func;
}
};
RoR2Application.onUpdate += func;
}
public void SetAnglesForCharacterThumbnail(bool setZoom = false)
{
if ((bool)modelInstance)
{
CameraFramingCalculator cameraFramingCalculator = new CameraFramingCalculator(modelInstance);
cameraFramingCalculator.GetCharacterThumbnailPosition(fov);
pivotPoint = cameraFramingCalculator.outputPivotPoint;
minDistance = cameraFramingCalculator.outputMinDistance;
maxDistance = cameraFramingCalculator.outputMaxDistance;
ResetOrbitAndPan();
Vector3 eulerAngles = cameraFramingCalculator.outputCameraRotation.eulerAngles;
orbitPitch = eulerAngles.x;
orbitYaw = eulerAngles.y;
if (setZoom)
{
zoom = Util.Remap(Vector3.Distance(cameraFramingCalculator.outputCameraPosition, cameraFramingCalculator.outputPivotPoint), minDistance, maxDistance, 0f, 1f);
desiredZoom = zoom;
}
zoomVelocity = 0f;
}
}
public void OnBeginDrag(PointerEventData eventData)
{
if (eventData.button == PointerEventData.InputButton.Right)
{
orbitDragCount++;
if (orbitDragCount == 1)
{
orbitDragPoint = eventData.pressPosition;
}
}
else if (eventData.button == PointerEventData.InputButton.Left)
{
panDragCount++;
if (panDragCount == 1)
{
panDragPoint = eventData.pressPosition;
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
if (eventData.button == PointerEventData.InputButton.Right)
{
orbitDragCount--;
}
else if (eventData.button == PointerEventData.InputButton.Left)
{
panDragCount--;
}
OnDrag(eventData);
}
public void OnDrag(PointerEventData eventData)
{
float unscaledDeltaTime = Time.unscaledDeltaTime;
if (eventData.button == PointerEventData.InputButton.Right)
{
Vector2 vector = eventData.position - orbitDragPoint;
orbitDragPoint = eventData.position;
float num = 0.5f / unscaledDeltaTime;
orbitalVelocity = new Vector3((0f - vector.y) * num * 0.5f, vector.x * num, 0f);
}
else
{
Vector2 vector2 = eventData.position - panDragPoint;
panDragPoint = eventData.position;
float num2 = -0.01f;
panVelocity = vector2 * num2 / unscaledDeltaTime;
}
}
public void OnScroll(PointerEventData eventData)
{
desiredZoom = Mathf.Clamp01(desiredZoom + eventData.scrollDelta.y * -0.05f);
}
}