Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
242 lines
7.1 KiB
C#
242 lines
7.1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class MotionUtils
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{
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public enum EaseType
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{
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linear,
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easeInSine,
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easeInQuad,
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easeInCubic,
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easeInQuart,
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easeInQuint,
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easeInExpo,
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easeInBack,
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easeInBounce,
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easeInElastic,
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easeOutSine,
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easeOutQuad,
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easeOutCubic,
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easeOutQuart,
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easeOutQuint,
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easeOutExpo,
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easeOutBack,
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easeOutBounce,
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easeOutElastic,
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easeInOutSine,
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easeInOutQuad,
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easeInOutCubic,
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easeInOutQuart,
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easeInOutQuint,
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easeInOutExpo,
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easeInOutBack,
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easeInOutBounce,
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easeInOutElastic
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}
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public static float GetEase(float t, EaseType e)
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{
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float num = 1f - t;
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switch (e)
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{
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case EaseType.linear:
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return t;
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case EaseType.easeInSine:
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return 1f - Mathf.Cos(t * (float)Math.PI / 2f);
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case EaseType.easeInQuad:
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return t * t;
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case EaseType.easeInCubic:
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return t * t * t;
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case EaseType.easeInQuart:
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return t * t * t * t;
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case EaseType.easeInQuint:
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return t * t * t * t * t;
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case EaseType.easeInExpo:
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return Mathf.Pow(2f, 10f * (t - 1f));
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case EaseType.easeInBack:
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return t * t * (2.70158f * t - 1.70158f);
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case EaseType.easeInBounce:
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if (num < 0.36363637f)
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{
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return 1f - 7.5625f * num * num;
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}
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if (num < 0.72727275f)
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{
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return 1f - (7.5625f * (num - 0.54545456f) * (num - 0.54545456f) + 0.75f);
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}
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if (num < 0.90909094f)
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{
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return 1f - (7.5625f * (num - 0.8181818f) * (num - 0.8181818f) + 0.9375f);
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}
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return 1f - (7.5625f * (num - 21f / 22f) * (num - 21f / 22f) + 63f / 64f);
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case EaseType.easeInElastic:
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{
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float num2 = 0.3f;
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if (t == 0f)
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{
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return 0f;
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}
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if (t == 1f)
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{
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return 1f;
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}
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float num3 = num2 / ((float)Math.PI * 2f) * Mathf.Asin(1f);
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return 0f - t * Mathf.Pow(2f, 10f * (t -= 1f)) * Mathf.Sin((t - num3) * ((float)Math.PI * 2f) / num2);
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}
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case EaseType.easeOutSine:
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return Mathf.Sin(t * (float)Math.PI / 2f);
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case EaseType.easeOutQuad:
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return 1f - num * num;
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case EaseType.easeOutCubic:
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return 1f - num * num * num;
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case EaseType.easeOutQuart:
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return 1f - num * num * num * num;
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case EaseType.easeOutQuint:
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return 1f - num * num * num * num * num;
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case EaseType.easeOutExpo:
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return 0f - Mathf.Pow(2f, -10f * t) + 1f;
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case EaseType.easeOutBack:
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return 1f - num * num * (2.70158f * num - 1.70158f);
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case EaseType.easeOutBounce:
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if (t < 0.36363637f)
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{
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return 7.5625f * t * t;
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}
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if (t < 0.72727275f)
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{
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return 7.5625f * (t - 0.54545456f) * (t - 0.54545456f) + 0.75f;
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}
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if (t < 0.90909094f)
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{
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return 7.5625f * (t - 0.8181818f) * (t - 0.8181818f) + 0.9375f;
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}
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return 7.5625f * (t - 21f / 22f) * (t - 21f / 22f) + 63f / 64f;
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case EaseType.easeOutElastic:
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{
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float num2 = 0.3f;
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if (t == 0f)
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{
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return 0f;
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}
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if (t == 1f)
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{
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return 1f;
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}
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float num3 = num2 / ((float)Math.PI * 2f) * Mathf.Asin(1f);
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return Mathf.Pow(2f, -10f * t) * Mathf.Sin((t - num3) * ((float)Math.PI * 2f) / num2) + 1f;
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}
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case EaseType.easeInOutSine:
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return (1f - Mathf.Cos(t * (float)Math.PI)) * 0.5f;
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case EaseType.easeInOutQuad:
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return (t < 0.5f) ? (t * t * 2f) : (1f - num * num * 2f);
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case EaseType.easeInOutCubic:
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return (t < 0.5f) ? (t * t * t * 2f) : (1f - num * num * num * 2f);
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case EaseType.easeInOutQuart:
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return (t < 0.5f) ? (t * t * t * t * 2f) : (1f - num * num * num * num * 2f);
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case EaseType.easeInOutQuint:
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return (t < 0.5f) ? (t * t * t * t * t * 2f) : (1f - num * num * num * num * num * 2f);
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case EaseType.easeInOutExpo:
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return (t < 0.5f) ? Mathf.Pow(2f, 10f * (t * 2f - 1f)) : (0.5f * (0f - Mathf.Pow(2f, -10f * (t * 2f - 1f)) + 2f));
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case EaseType.easeInOutBack:
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return (t < 0.5f) ? (0.5f * (t * 2f) * (t * 2f) * (2.525f * t * 2f - 1.525f)) : (1f - 0.5f * (num * 2f) * (num * 2f) * (2.525f * num * 2f - 1.525f));
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case EaseType.easeInOutBounce:
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if (t < 0.5f)
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{
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return GetEase(t * 2f, EaseType.easeInBounce) * 0.5f;
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}
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return GetEase(t * 2f - 1f, EaseType.easeOutBounce) * 0.5f + 0.5f;
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case EaseType.easeInOutElastic:
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if (t < 0.5f)
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{
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return GetEase(t * 2f, EaseType.easeInElastic) * 0.5f;
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}
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return GetEase(t * 2f - 1f, EaseType.easeOutElastic) * 0.5f + 0.5f;
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default:
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return t;
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}
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}
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public static Vector3[] GetBezierQuad(Vector3 p0, Vector3 p1, Vector3 p2, int div)
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{
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Vector3[] array = new Vector3[div];
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for (int i = 0; i < div; i++)
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{
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float num = (float)i / (float)(div - 1);
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float num2 = 1f - num;
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array[i] = new Vector3(num2 * num2 * p0.x + 2f * num2 * num * p1.x + num * num * p2.x, num2 * num2 * p0.y + 2f * num2 * num * p1.y + num * num * p2.y, num2 * num2 * p0.z + 2f * num2 * num * p1.z + num * num * p2.z);
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}
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return array;
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}
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public static Vector3[] GetBezierCubic(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int div)
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{
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Vector3[] array = new Vector3[div];
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for (int i = 0; i < div; i++)
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{
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float num = (float)i / (float)(div - 1);
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float num2 = 1f - num;
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array[i] = new Vector3(num2 * num2 * num2 * p0.x + 3f * num2 * num2 * num * p1.x + 3f * num2 * num * num * p2.x + num * num * num * p3.x, num2 * num2 * num2 * p0.y + 3f * num2 * num2 * num * p1.y + 3f * num2 * num * num * p2.y + num * num * num * p3.y, num2 * num2 * num2 * p0.z + 3f * num2 * num2 * num * p1.z + 3f * num2 * num * num * p2.z + num * num * num * p3.z);
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}
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return array;
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}
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public static void SetLayerAll(GameObject obj, int layer)
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{
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obj.layer = layer;
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for (int i = 0; i < obj.transform.childCount; i++)
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{
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GameObject gameObject = obj.transform.GetChild(i).gameObject;
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if (gameObject.transform.childCount > 0)
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{
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SetLayerAll(gameObject, layer);
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}
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else
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{
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gameObject.layer = layer;
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}
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}
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}
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public static void SetActiveAll(GameObject obj, bool flg)
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{
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obj.SetActive(flg);
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for (int i = 0; i < obj.transform.childCount; i++)
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{
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GameObject gameObject = obj.transform.GetChild(i).gameObject;
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if (gameObject.transform.childCount > 0)
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{
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SetActiveAll(gameObject, flg);
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}
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else
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{
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gameObject.SetActive(flg);
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}
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}
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}
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public static void ChangeParticleSystemColor(GameObject particleSystemRootObject, Color newColor, Action<ParticleSystem> actionOnChildrenParticleSytems = null)
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{
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ParticleSystem[] componentsInChildren = particleSystemRootObject.GetComponentsInChildren<ParticleSystem>();
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foreach (ParticleSystem particleSystem in componentsInChildren)
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{
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ParticleSystem.MainModule main = particleSystem.main;
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main.startColor = newColor;
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ParticleSystem.Particle[] array = new ParticleSystem.Particle[particleSystem.particleCount];
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int particles = particleSystem.GetParticles(array);
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for (int j = 0; j < array.Length; j++)
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{
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array[j].startColor = newColor;
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}
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particleSystem.SetParticles(array, particles);
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actionOnChildrenParticleSytems?.Invoke(particleSystem);
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}
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}
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public static float CalculateFrameRateIndependantDampingConstant(float smoothingAmount, float decayMultiplier)
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{
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return 1f - Mathf.Pow(smoothingAmount, Time.smoothDeltaTime * decayMultiplier);
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}
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}
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