cull(engine-cleanup): pass-8 phase-2 cascade round 2 after AreaSelectUI stub

This commit is contained in:
gamer147
2026-07-03 22:19:20 -04:00
parent ad525456be
commit b148eb2968
12 changed files with 0 additions and 505 deletions

View File

@@ -332,11 +332,6 @@ public class iTween : MonoBehaviour
Launch(target, args);
}
public static void MoveBy(GameObject target, Vector3 amount, float time)
{
MoveBy(target, Hash("amount", amount, "time", time));
}
public static void MoveBy(GameObject target, Hashtable args)
{
args = CleanArgs(args);
@@ -1847,124 +1842,6 @@ public class iTween : MonoBehaviour
}
}
public static void RotateUpdate(GameObject target, Hashtable args)
{
CleanArgs(args);
Vector3[] array = new Vector3[4];
Vector3 eulerAngles = target.transform.eulerAngles;
float num;
if (args.Contains("time"))
{
num = (float)args["time"];
num *= Defaults.updateTimePercentage;
}
else
{
num = Defaults.updateTime;
}
bool flag = ((!args.Contains("islocal")) ? Defaults.isLocal : ((bool)args["islocal"]));
if (flag)
{
array[0] = target.transform.localEulerAngles;
}
else
{
array[0] = target.transform.eulerAngles;
}
if (args.Contains("rotation"))
{
if (args["rotation"].GetType() == typeof(Transform))
{
Transform transform = (Transform)args["rotation"];
array[1] = transform.eulerAngles;
}
else if (args["rotation"].GetType() == typeof(Vector3))
{
array[1] = (Vector3)args["rotation"];
}
}
array[3].x = Mathf.SmoothDampAngle(array[0].x, array[1].x, ref array[2].x, num);
array[3].y = Mathf.SmoothDampAngle(array[0].y, array[1].y, ref array[2].y, num);
array[3].z = Mathf.SmoothDampAngle(array[0].z, array[1].z, ref array[2].z, num);
if (flag)
{
target.transform.localEulerAngles = array[3];
}
else
{
target.transform.eulerAngles = array[3];
}
if (target.GetComponent<Rigidbody>() != null)
{
Vector3 eulerAngles2 = target.transform.eulerAngles;
target.transform.eulerAngles = eulerAngles;
target.GetComponent<Rigidbody>().MoveRotation(Quaternion.Euler(eulerAngles2));
}
}
public static void LookUpdate(GameObject target, Hashtable args)
{
CleanArgs(args);
Vector3[] array = new Vector3[5];
float num;
if (args.Contains("looktime"))
{
num = (float)args["looktime"];
num *= Defaults.updateTimePercentage;
}
else if (args.Contains("time"))
{
num = (float)args["time"] * 0.15f;
num *= Defaults.updateTimePercentage;
}
else
{
num = Defaults.updateTime;
}
array[0] = target.transform.eulerAngles;
if (args.Contains("looktarget"))
{
if (args["looktarget"].GetType() == typeof(Transform))
{
target.transform.LookAt((Transform)args["looktarget"], ((Vector3?)args["up"]) ?? Defaults.up);
}
else if (args["looktarget"].GetType() == typeof(Vector3))
{
target.transform.LookAt((Vector3)args["looktarget"], ((Vector3?)args["up"]) ?? Defaults.up);
}
array[1] = target.transform.eulerAngles;
target.transform.eulerAngles = array[0];
array[3].x = Mathf.SmoothDampAngle(array[0].x, array[1].x, ref array[2].x, num);
array[3].y = Mathf.SmoothDampAngle(array[0].y, array[1].y, ref array[2].y, num);
array[3].z = Mathf.SmoothDampAngle(array[0].z, array[1].z, ref array[2].z, num);
target.transform.eulerAngles = array[3];
if (args.Contains("axis"))
{
array[4] = target.transform.eulerAngles;
switch ((string)args["axis"])
{
case "x":
array[4].y = array[0].y;
array[4].z = array[0].z;
break;
case "y":
array[4].x = array[0].x;
array[4].z = array[0].z;
break;
case "z":
array[4].x = array[0].x;
array[4].y = array[0].y;
break;
}
target.transform.eulerAngles = array[4];
}
}
else
{
Debug.LogError("iTween Error: LookUpdate needs a 'looktarget' property!");
}
}
public static float PathLength(Vector3[] path)
{
float num = 0f;