cull(engine-cleanup): pass-8 phase-2 cascade round 1 after AreaSelectUI stub
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@@ -174,11 +174,6 @@ public class iTween : MonoBehaviour
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private Transform thisTransform;
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public static void Init(GameObject target)
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{
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MoveBy(target, Vector3.zero, 0f);
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}
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public static void ValueTo(GameObject target, Hashtable args)
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{
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args = CleanArgs(args);
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@@ -1907,89 +1902,6 @@ public class iTween : MonoBehaviour
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}
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}
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public static void RotateUpdate(GameObject target, Vector3 rotation, float time)
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{
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RotateUpdate(target, Hash("rotation", rotation, "time", time));
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}
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public static void MoveUpdate(GameObject target, Hashtable args)
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{
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CleanArgs(args);
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Vector3[] array = new Vector3[4];
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Vector3 position = target.transform.position;
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float num;
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if (args.Contains("time"))
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{
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num = (float)args["time"];
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num *= Defaults.updateTimePercentage;
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}
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else
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{
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num = Defaults.updateTime;
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}
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bool flag = ((!args.Contains("islocal")) ? Defaults.isLocal : ((bool)args["islocal"]));
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if (flag)
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{
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array[0] = (array[1] = target.transform.localPosition);
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}
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else
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{
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array[0] = (array[1] = target.transform.position);
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}
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if (args.Contains("position"))
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{
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if (args["position"].GetType() == typeof(Transform))
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{
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Transform transform = (Transform)args["position"];
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array[1] = transform.position;
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}
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else if (args["position"].GetType() == typeof(Vector3))
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{
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array[1] = (Vector3)args["position"];
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}
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}
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else
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{
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if (args.Contains("x"))
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{
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array[1].x = (float)args["x"];
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}
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if (args.Contains("y"))
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{
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array[1].y = (float)args["y"];
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}
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if (args.Contains("z"))
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{
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array[1].z = (float)args["z"];
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}
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}
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array[3].x = Mathf.SmoothDamp(array[0].x, array[1].x, ref array[2].x, num);
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array[3].y = Mathf.SmoothDamp(array[0].y, array[1].y, ref array[2].y, num);
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array[3].z = Mathf.SmoothDamp(array[0].z, array[1].z, ref array[2].z, num);
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if (args.Contains("orienttopath") && (bool)args["orienttopath"])
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{
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args["looktarget"] = array[3];
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}
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if (args.Contains("looktarget"))
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{
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LookUpdate(target, args);
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}
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if (flag)
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{
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target.transform.localPosition = array[3];
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}
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else
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{
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target.transform.position = array[3];
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}
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if (target.GetComponent<Rigidbody>() != null)
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{
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Vector3 position2 = target.transform.position;
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target.transform.position = position;
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target.GetComponent<Rigidbody>().MovePosition(position2);
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}
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}
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public static void LookUpdate(GameObject target, Hashtable args)
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{
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CleanArgs(args);
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