228 lines
5.7 KiB
C#
228 lines
5.7 KiB
C#
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using UnityEngine;
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[AddComponentMenu("Dynamic Bone/Dynamic Bone Collider")]
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public class DynamicBoneCollider : MonoBehaviour
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{
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public enum Direction
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{
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X,
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Y,
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Z
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}
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public enum Bound
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{
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Outside,
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Inside
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}
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public Vector3 m_Center = Vector3.zero;
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public float m_Radius = 0.5f;
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public float m_Height;
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public Direction m_Direction;
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public Bound m_Bound;
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private void OnValidate()
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{
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m_Radius = Mathf.Max(m_Radius, 0f);
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m_Height = Mathf.Max(m_Height, 0f);
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}
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public void Collide(ref Vector3 particlePosition, float particleRadius)
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{
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float num = m_Radius * Mathf.Abs(base.transform.lossyScale.x);
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float num2 = m_Height * 0.5f - m_Radius;
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if (num2 <= 0f)
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{
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if (m_Bound == Bound.Outside)
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{
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OutsideSphere(ref particlePosition, particleRadius, base.transform.TransformPoint(m_Center), num);
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}
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else
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{
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InsideSphere(ref particlePosition, particleRadius, base.transform.TransformPoint(m_Center), num);
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}
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return;
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}
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Vector3 center = m_Center;
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Vector3 center2 = m_Center;
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switch (m_Direction)
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{
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case Direction.X:
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center.x -= num2;
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center2.x += num2;
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break;
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case Direction.Y:
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center.y -= num2;
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center2.y += num2;
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break;
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case Direction.Z:
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center.z -= num2;
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center2.z += num2;
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break;
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}
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if (m_Bound == Bound.Outside)
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{
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OutsideCapsule(ref particlePosition, particleRadius, base.transform.TransformPoint(center), base.transform.TransformPoint(center2), num);
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}
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else
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{
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InsideCapsule(ref particlePosition, particleRadius, base.transform.TransformPoint(center), base.transform.TransformPoint(center2), num);
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}
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}
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private static void OutsideSphere(ref Vector3 particlePosition, float particleRadius, Vector3 sphereCenter, float sphereRadius)
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{
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float num = sphereRadius + particleRadius;
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float num2 = num * num;
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Vector3 vector = particlePosition - sphereCenter;
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float sqrMagnitude = vector.sqrMagnitude;
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if (sqrMagnitude > 0f && sqrMagnitude < num2)
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{
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float num3 = Mathf.Sqrt(sqrMagnitude);
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particlePosition = sphereCenter + vector * (num / num3);
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}
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}
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private static void InsideSphere(ref Vector3 particlePosition, float particleRadius, Vector3 sphereCenter, float sphereRadius)
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{
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float num = sphereRadius - particleRadius;
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float num2 = num * num;
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Vector3 vector = particlePosition - sphereCenter;
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float sqrMagnitude = vector.sqrMagnitude;
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if (sqrMagnitude > num2)
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{
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float num3 = Mathf.Sqrt(sqrMagnitude);
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particlePosition = sphereCenter + vector * (num / num3);
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}
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}
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private static void OutsideCapsule(ref Vector3 particlePosition, float particleRadius, Vector3 capsuleP0, Vector3 capsuleP1, float capsuleRadius)
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{
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float num = capsuleRadius + particleRadius;
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float num2 = num * num;
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Vector3 vector = capsuleP1 - capsuleP0;
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Vector3 vector2 = particlePosition - capsuleP0;
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float num3 = Vector3.Dot(vector2, vector);
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if (num3 <= 0f)
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{
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float sqrMagnitude = vector2.sqrMagnitude;
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if (sqrMagnitude > 0f && sqrMagnitude < num2)
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{
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float num4 = Mathf.Sqrt(sqrMagnitude);
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particlePosition = capsuleP0 + vector2 * (num / num4);
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}
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return;
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}
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float sqrMagnitude2 = vector.sqrMagnitude;
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if (num3 >= sqrMagnitude2)
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{
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vector2 = particlePosition - capsuleP1;
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float sqrMagnitude3 = vector2.sqrMagnitude;
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if (sqrMagnitude3 > 0f && sqrMagnitude3 < num2)
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{
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float num5 = Mathf.Sqrt(sqrMagnitude3);
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particlePosition = capsuleP1 + vector2 * (num / num5);
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}
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}
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else if (sqrMagnitude2 > 0f)
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{
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num3 /= sqrMagnitude2;
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vector2 -= vector * num3;
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float sqrMagnitude4 = vector2.sqrMagnitude;
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if (sqrMagnitude4 > 0f && sqrMagnitude4 < num2)
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{
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float num6 = Mathf.Sqrt(sqrMagnitude4);
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particlePosition += vector2 * ((num - num6) / num6);
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}
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}
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}
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private static void InsideCapsule(ref Vector3 particlePosition, float particleRadius, Vector3 capsuleP0, Vector3 capsuleP1, float capsuleRadius)
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{
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float num = capsuleRadius - particleRadius;
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float num2 = num * num;
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Vector3 vector = capsuleP1 - capsuleP0;
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Vector3 vector2 = particlePosition - capsuleP0;
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float num3 = Vector3.Dot(vector2, vector);
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if (num3 <= 0f)
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{
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float sqrMagnitude = vector2.sqrMagnitude;
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if (sqrMagnitude > num2)
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{
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float num4 = Mathf.Sqrt(sqrMagnitude);
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particlePosition = capsuleP0 + vector2 * (num / num4);
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}
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return;
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}
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float sqrMagnitude2 = vector.sqrMagnitude;
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if (num3 >= sqrMagnitude2)
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{
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vector2 = particlePosition - capsuleP1;
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float sqrMagnitude3 = vector2.sqrMagnitude;
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if (sqrMagnitude3 > num2)
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{
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float num5 = Mathf.Sqrt(sqrMagnitude3);
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particlePosition = capsuleP1 + vector2 * (num / num5);
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}
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}
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else if (sqrMagnitude2 > 0f)
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{
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num3 /= sqrMagnitude2;
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vector2 -= vector * num3;
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float sqrMagnitude4 = vector2.sqrMagnitude;
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if (sqrMagnitude4 > num2)
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{
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float num6 = Mathf.Sqrt(sqrMagnitude4);
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particlePosition += vector2 * ((num - num6) / num6);
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}
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}
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}
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private void OnDrawGizmosSelected()
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{
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if (!base.enabled)
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{
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return;
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}
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if (m_Bound == Bound.Outside)
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{
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Gizmos.color = Color.yellow;
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}
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else
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{
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Gizmos.color = Color.magenta;
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}
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float radius = m_Radius * Mathf.Abs(base.transform.lossyScale.x);
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float num = m_Height * 0.5f - m_Radius;
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if (num <= 0f)
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{
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Gizmos.DrawWireSphere(base.transform.TransformPoint(m_Center), radius);
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return;
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}
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Vector3 center = m_Center;
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Vector3 center2 = m_Center;
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switch (m_Direction)
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{
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case Direction.X:
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center.x -= num;
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center2.x += num;
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break;
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case Direction.Y:
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center.y -= num;
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center2.y += num;
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break;
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case Direction.Z:
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center.z -= num;
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center2.z += num;
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break;
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}
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Gizmos.DrawWireSphere(base.transform.TransformPoint(center), radius);
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Gizmos.DrawWireSphere(base.transform.TransformPoint(center2), radius);
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}
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}
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