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Optimize slider computations
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1 parent
14fcc78224
commit
6423eb583f
1 file changed
+13
-58
@@ -113,71 +113,26 @@ namespace SliderUnlocker
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{
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if (!__result)
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return;
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rate = __state;
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var dictInfo = (Dictionary < string, List<AnimationKeyInfo.AnmKeyInfo> > )
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if (rate < 0f || rate > 1f)
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{
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var dictInfo = (Dictionary<string, List<AnimationKeyInfo.AnmKeyInfo>>)
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(typeof(AnimationKeyInfo).GetField("dictInfo", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance));
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List<AnimationKeyInfo.AnmKeyInfo> list = dictInfo[name];
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List<AnimationKeyInfo.AnmKeyInfo> list = dictInfo[name];
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//if (flag[0])
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//{
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// Vector3 min = list[0].pos;
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// Vector3 max = list[list.Count - 1].pos;
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// Vector3 diff = new Vector3(max.x - min.x,
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// max.y - min.y,
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// max.z - min.z);
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if (flag[2])
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{
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Vector3 min = list[0].scl;
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Vector3 max = list[list.Count - 1].scl;
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// value[0] = new Vector3(min.x + (diff.x * rate),
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// min.y + (diff.y * rate),
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// min.z + (diff.z * rate));
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//}
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//if (flag[1])
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//{
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// //if (rate == 0f)
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// //{
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// // value[1] = list[0].rot;
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// //}
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// //else if (rate == 1f)
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// //{
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// // value[1] = list[list.Count - 1].rot;
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// //}
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// //else
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// //{
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// // float num3 = (float)(list.Count - 1) * rate;
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// // int num4 = Mathf.FloorToInt(num3);
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// // float t2 = num3 - (float)num4;
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// // value[1].x = Mathf.LerpAngle(list[num4].rot.x, list[num4 + 1].rot.x, t2);
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// // value[1].y = Mathf.LerpAngle(list[num4].rot.y, list[num4 + 1].rot.y, t2);
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// // value[1].z = Mathf.LerpAngle(list[num4].rot.z, list[num4 + 1].rot.z, t2);
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// //}
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// Vector3 min = list[0].rot;
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// Vector3 max = list[list.Count - 1].rot;
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// Vector3 diff = new Vector3(max.x - min.x,
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// max.y - min.y,
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// max.z - min.z);
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// value[1] = new Vector3(min.x + (diff.x * rate),
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// min.y + (diff.y * rate),
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// min.z + (diff.z * rate));
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//}
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if (flag[2])
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{
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Vector3 min = list[0].scl;
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Vector3 max = list[list.Count - 1].scl;
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Vector3 diff = new Vector3(max.x - min.x,
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max.y - min.y,
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max.z - min.z);
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value[2] = new Vector3(min.x + (diff.x * rate),
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min.y + (diff.y * rate),
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min.z + (diff.z * rate));
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value[2] = new Vector3(min.x + ((max.x - min.x) * rate),
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min.y + ((max.y - min.y) * rate),
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min.z + ((max.z - min.z) * rate));
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}
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}
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}
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}
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