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AbstractConcept 2022-09-13 00:36:34 -05:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RimWorldAnimationStudio
{
public class ActorBody : MonoBehaviour
{
public SpriteRenderer bodyRenderer;
public SpriteRenderer headRenderer;
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
using UnityEngine;
namespace RimWorldAnimationStudio
{
public class Actor
{
public List<string> defNames = new List<string>();
public List<string> requiredGenitals = new List<string>();
public bool controlGenitalAngle = false;
public List<AlienRaceOffset> raceOffsets;
public List<string> blacklistedRaces;
public bool initiator = false;
public string gender;
public bool isFucking = false;
public bool isFucked = false;
public List<string> bodyDefTypes = new List<string>();
public BodyTypeOffset bodyTypeOffset = new BodyTypeOffset();
public Vector3 offset = new Vector2(0, 0);
public List<string> requiredGender;
public List<string> tags = new List<string>();
}
}

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using UnityEngine;
namespace RimWorldAnimationStudio
{
public class AlienRaceOffset
{
public string defName;
public Vector2 offset;
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public abstract class AnimationClip
{
[XmlIgnore]
public Dictionary<int, string> SoundEffects = new Dictionary<int, string>();
public List<string> types;
public int duration;
public abstract void BuildSimpleCurves();
public string soundDef = null;
public int actor;
public List<string> tags = new List<string>();
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class PawnAnimationClip : AnimationClip
{
[XmlAttribute("Class")] public string className = "Rimworld_Animations.PawnAnimationClip";
[XmlArray("keyframes"), XmlArrayItem("li")] public List<PawnKeyframe> keyframes = new List<PawnKeyframe>();
public AltitudeLayer layer = AltitudeLayer.Pawn;
[XmlIgnore] public Dictionary<int, bool> quiver = new Dictionary<int, bool>();
[XmlIgnore] public SimpleCurve GenitalAngle = new SimpleCurve();
[XmlIgnore] public SimpleCurve BodyAngle = new SimpleCurve();
[XmlIgnore] public SimpleCurve HeadAngle = new SimpleCurve();
[XmlIgnore] public SimpleCurve HeadBob = new SimpleCurve();
[XmlIgnore] public SimpleCurve BodyOffsetX = new SimpleCurve();
[XmlIgnore] public SimpleCurve BodyOffsetZ = new SimpleCurve();
[XmlIgnore] public SimpleCurve HeadFacing = new SimpleCurve();
[XmlIgnore] public SimpleCurve BodyFacing = new SimpleCurve();
public override void BuildSimpleCurves()
{
int duration = 0;
foreach (PawnKeyframe frame in keyframes)
{ duration += frame.tickDuration; }
this.duration = duration;
int keyframePosition = 0;
foreach (PawnKeyframe frame in keyframes)
{
if (frame.atTick.HasValue)
{
if (frame.bodyAngle.HasValue)
BodyAngle.Add((float)frame.atTick / (float)duration, frame.bodyAngle.Value, true);
if (frame.headAngle.HasValue)
HeadAngle.Add((float)frame.atTick / (float)duration, frame.headAngle.Value, true);
if (frame.bodyOffsetX.HasValue)
BodyOffsetX.Add((float)frame.atTick / (float)duration, frame.bodyOffsetX.Value, true);
if (frame.bodyOffsetZ.HasValue)
BodyOffsetZ.Add((float)frame.atTick / (float)duration, frame.bodyOffsetZ.Value, true);
if (frame.headFacing.HasValue)
HeadFacing.Add((float)frame.atTick / (float)duration, frame.headFacing.Value, true);
if (frame.bodyFacing.HasValue)
BodyFacing.Add((float)frame.atTick / (float)duration, frame.bodyFacing.Value, true);
if (frame.headBob.HasValue)
HeadBob.Add((float)frame.atTick / (float)duration, frame.headBob.Value, true);
if (frame.genitalAngle.HasValue)
GenitalAngle.Add((float)frame.atTick / (float)duration, frame.genitalAngle.Value, true);
if (frame.soundEffect != null)
{
SoundEffects.Add((int)frame.atTick, frame.soundEffect);
}
}
else
{
if (frame.bodyAngle.HasValue)
BodyAngle.Add((float)keyframePosition / (float)duration, frame.bodyAngle.Value, true);
if (frame.headAngle.HasValue)
HeadAngle.Add((float)keyframePosition / (float)duration, frame.headAngle.Value, true);
if (frame.bodyOffsetX.HasValue)
BodyOffsetX.Add((float)keyframePosition / (float)duration, frame.bodyOffsetX.Value, true);
if (frame.bodyOffsetZ.HasValue)
BodyOffsetZ.Add((float)keyframePosition / (float)duration, frame.bodyOffsetZ.Value, true);
if (frame.headFacing.HasValue)
HeadFacing.Add((float)keyframePosition / (float)duration, frame.headFacing.Value, true);
if (frame.bodyFacing.HasValue)
BodyFacing.Add((float)keyframePosition / (float)duration, frame.bodyFacing.Value, true);
if (frame.headBob.HasValue)
HeadBob.Add((float)keyframePosition / (float)duration, frame.headBob.Value, true);
if (frame.genitalAngle.HasValue)
GenitalAngle.Add((float)keyframePosition / (float)duration, frame.genitalAngle.Value, true);
if (frame.soundEffect != null)
{
SoundEffects.Add(keyframePosition, frame.soundEffect);
}
if (frame.tickDuration != 1 && frame.quiver.HasValue)
{
quiver.Add(keyframePosition, true);
quiver.Add(keyframePosition + frame.tickDuration - 1, false);
}
keyframePosition += frame.tickDuration;
}
}
}
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class ThingAnimationClip : AnimationClip
{
[XmlAttribute("Class")] public string className = "Rimworld_Animations.PawnAnimationClip";
[XmlArray("keyframes"), XmlArrayItem("li")] public List<ThingKeyframe> keyframes = new List<ThingKeyframe>();
public string layer = "Pawn";
[XmlIgnore] public SimpleCurve PositionX = new SimpleCurve();
[XmlIgnore] public SimpleCurve PositionZ = new SimpleCurve();
[XmlIgnore] public SimpleCurve Rotation = new SimpleCurve();
public override void BuildSimpleCurves()
{
int duration = 0;
//getting the length of the whole clip
foreach (ThingKeyframe frame in keyframes)
{
duration += frame.tickDuration;
}
//guarantees loops don't get cut off mid-anim
this.duration = duration;
int keyframePosition = 0;
foreach (ThingKeyframe frame in keyframes)
{
if (frame.atTick.HasValue)
{
if (frame.positionX.HasValue)
PositionX.Add((float)frame.atTick / (float)duration, frame.positionX.Value, true);
if (frame.positionZ.HasValue)
PositionZ.Add((float)frame.atTick / (float)duration, frame.positionZ.Value, true);
if (frame.rotation.HasValue)
Rotation.Add((float)frame.atTick / (float)duration, frame.rotation.Value, true);
if (frame.soundEffect != null)
{
SoundEffects.Add((int)frame.atTick, frame.soundEffect);
}
}
else
{
if (frame.positionX.HasValue)
PositionX.Add((float)keyframePosition / (float)duration, frame.positionX.Value, true);
if (frame.positionZ.HasValue)
PositionZ.Add((float)keyframePosition / (float)duration, frame.positionZ.Value, true);
if (frame.rotation.HasValue)
Rotation.Add((float)keyframePosition / (float)duration, frame.rotation.Value, true);
if (frame.soundEffect != null)
{
SoundEffects.Add(keyframePosition, frame.soundEffect);
}
keyframePosition += frame.tickDuration;
}
}
}
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class AnimationDef
{
public string defName = "Undefined";
public string label = "Undefined";
public bool sounds = false;
public int animationTimeTicks = 0;
public List<string> sexTypes = new List<string>();
public List<string> interactionDefTypes = new List<string>();
[XmlArray("actors"), XmlArrayItem("li")]
public List<Actor> actors = new List<Actor>();
[XmlArray("animationStages"), XmlArrayItem("li")]
public List<AnimationStage> animationStages = new List<AnimationStage>();
public void Initialize()
{
animationTimeTicks = 0;
foreach (AnimationStage stage in animationStages)
{
stage.Initialize();
animationTimeTicks += stage.playTimeTicks;
}
}
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class AnimationStage
{
public string stageName = "default";
public int stageIndex = 0;
public int playTimeTicks = 0;
public int playTimeTicksQuick = -1;
public bool isLooping = true;
[XmlArray("animationClips"), XmlArrayItem("li")]
public List<PawnAnimationClip> animationClips = new List<PawnAnimationClip>();
public void Initialize()
{
foreach (AnimationClip clip in animationClips)
{
clip.BuildSimpleCurves();
//select playTimeTicks as longest playtime of all the animations
if (clip.duration > playTimeTicks)
{ playTimeTicks = clip.duration; }
}
}
}
}

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using System.Reflection;
using UnityEngine;
//using Microsoft.Toolkit.Uwp.UI;
namespace RimWorldAnimationStudio
{
public class BodyTypeOffset
{
public string Male;
public string Female;
public string Thin;
public string Hulk;
public string Fat;
public Vector3 GetOffset(string bodyType)
{
Debug.Log(bodyType);
FieldInfo bodyTypeOffsetInfo = typeof(BodyTypeOffset).GetField(bodyType);
string bodyTypeOffsetString = (string)bodyTypeOffsetInfo.GetValue(this);
if (bodyTypeOffsetString == null || bodyTypeOffsetString == "")
{ return new Vector2(); }
bodyTypeOffsetString = bodyTypeOffsetString.Trim();
bodyTypeOffsetString = bodyTypeOffsetString.Replace("(", "");
bodyTypeOffsetString = bodyTypeOffsetString.Replace(")", "");
var bodyTypeOffsetStrings = bodyTypeOffsetString.Split(',');
return new Vector3(float.Parse(bodyTypeOffsetStrings[0]), 0f, float.Parse(bodyTypeOffsetStrings[1]));
}
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class Keyframe
{
public int tickDuration = 1;
public float? atTick;
public string soundEffect;
public List<string> tags = new List<string>();
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class PawnKeyframe : Keyframe
{
public float? bodyAngle;
public float? headAngle;
public float? headBob;
public float? bodyOffsetX;
public float? bodyOffsetZ;
public float? headFacing;
public float? bodyFacing;
public float? genitalAngle;
public bool? quiver;
}
}

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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
public class ThingKeyframe : Keyframe
{
public float? positionX;
public float? positionZ;
public float? rotation;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Xml.Serialization;
using UnityEngine;
using SFB;
using UnityEngine.UI;
namespace RimWorldAnimationStudio
{
public class AnimationController : MonoBehaviour
{
public Defs defs;
public AnimationDef anim;
public bool isAnimating = false;
public bool isLooping = true;
public int stageTick = 0;
public int stageID = 0;
public bool autoAdvanceToNextStage = false;
//public InputField stageTickField;
//public InputField stageLengthField;
//public InputField stageIDField;
public ActorBody actorBodyPrefab;
public List<ActorBody> actorBodies = new List<ActorBody>();
public List<Dropdown> bodyTypeDropdowns = new List<Dropdown>();
public Text stageTickField;
public Text stageLengthField;
private float currentTime = 0;
public T ReadDataFromXML<T>(string inputPath)
{
using (StreamReader stringReader = new StreamReader(inputPath))
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
return (T)serializer.Deserialize(stringReader);
}
}
public void LoadNewXML(string inputPath)
{
defs = ReadDataFromXML<Defs>(inputPath);
if (defs?.animationDefs != null)
{
Debug.Log(defs.animationDefs.Count);
Debug.Log(defs.animationDefs[0].defName);
anim = defs.animationDefs[0];
InitializeAnimation(anim);
UpdateAnimation();
}
}
public void OpenFileDialog()
{
var paths = StandaloneFileBrowser.OpenFilePanel("Open File", "", "", false);
Debug.Log(paths[0]);
LoadNewXML(paths[0]);
}
public void PlayAnimation(bool value)
{
isAnimating = value;
}
public void ToggleAnimationLoop()
{
isLooping = !isLooping;
}
public void UpdateStageID(InputField stageIDField)
{
if (anim == null)
{
stageIDField.text = "0";
return;
}
int i = int.Parse(stageIDField.text);
stageID = Mathf.Clamp(i, 0, anim.animationStages.Count - 1);
stageTick = 0;
stageIDField.text = stageID.ToString();
}
public void Update()
{
if (anim == null || isAnimating == false) return;
currentTime += Time.deltaTime;
if (currentTime < 1f/60f)
{ return; }
currentTime -= 1f/60f;
stageTick += 1;
if (stageTick > anim.animationStages[stageID].playTimeTicks)
{
if (isLooping)
{ stageTick = 1; }
else if (autoAdvanceToNextStage && stageID < anim.animationStages.Count - 1)
{ stageTick = 1; stageID++; }
else
{ stageTick = anim.animationStages[stageID].playTimeTicks; }
}
UpdateAnimation();
}
public void InitializeAnimation(AnimationDef anim)
{
ResetAnimation();
anim.Initialize();
this.anim = anim;
for (int actorID = 0; actorID < anim.actors.Count; actorID++)
{
ActorBody actorBody = Instantiate(actorBodyPrefab, transform) as ActorBody;
actorBodies.Add(actorBody);
}
}
public void ResetAnimation()
{
anim = null;
stageID = 0;
stageTick = 0;
isAnimating = false;
actorBodies.Clear();
foreach (Transform child in transform)
{ Destroy(child.gameObject); }
}
public void UpdateAnimation()
{
stageTickField.text = stageTick.ToString();
stageLengthField.text = anim.animationStages[stageID].playTimeTicks.ToString();
for (int actorID = 0; actorID < actorBodies.Count; actorID++)
{
ActorBody actorBody = actorBodies[actorID];
string bodyType = bodyTypeDropdowns[actorID].options[bodyTypeDropdowns[actorID].value].text;
PawnAnimationClip clip = anim.animationStages[stageID].animationClips[actorID];
float clipPercent = (float)(stageTick % clip.duration) / clip.duration;
Vector3 deltaPos = new Vector3(clip.BodyOffsetX.Evaluate(clipPercent), 0, clip.BodyOffsetZ.Evaluate(clipPercent));
deltaPos += anim.actors[actorID].bodyTypeOffset.GetOffset(bodyType);
float bodyAngle = clip.BodyAngle.Evaluate(clipPercent);
float headAngle = clip.HeadAngle.Evaluate(clipPercent);
if (bodyAngle < 0) bodyAngle = 360 - ((-1f * bodyAngle) % 360);
if (bodyAngle > 360) bodyAngle %= 360;
if (headAngle < 0) headAngle = 360 - ((-1f * headAngle) % 360);
if (headAngle > 360) headAngle %= 360;
int bodyFacing = (int)clip.BodyFacing.Evaluate(clipPercent);
int headFacing = (int)clip.HeadFacing.Evaluate(clipPercent);
Vector3 headBob = new Vector3(0, 0, clip.HeadBob.Evaluate(clipPercent)) + PawnUtility.BaseHeadOffsetAt(bodyType, bodyFacing);
Vector3 bodyPos = new Vector3(deltaPos.x, deltaPos.z, 0);
Vector3 headPos = new Vector3(headBob.x, headBob.z, 0);
actorBody.transform.position = bodyPos;
actorBody.transform.eulerAngles = new Vector3(0, 0, bodyAngle);
actorBody.headRenderer.transform.localPosition = headPos;
actorBody.headRenderer.transform.eulerAngles = new Vector3(0, 0, headAngle);
actorBody.bodyRenderer.sprite = Resources.Load<Sprite>("Textures/Humanlike/Bodies/" + bodyType + bodyFacing);
actorBody.headRenderer.sprite = Resources.Load<Sprite>("Textures/Humanlike/Heads/Head" + headFacing);
actorBody.bodyRenderer.sortingLayerName = clip.layer.ToString();
actorBody.headRenderer.sortingLayerName = clip.layer.ToString();
actorBody.headRenderer.sortingOrder = headFacing == 2 ? 1 : -1;
}
}
}
}

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using System;
using UnityEngine;
namespace RimWorldAnimationStudio
{
public struct CurvePoint
{
public Vector2 Loc
{
get
{
return this.loc;
}
}
public float x
{
get
{
return this.loc.x;
}
}
public float y
{
get
{
return this.loc.y;
}
}
public CurvePoint(float x, float y)
{
this.loc = new Vector2(x, y);
}
public CurvePoint(Vector2 loc)
{
this.loc = loc;
}
public static implicit operator Vector2(CurvePoint pt)
{
return pt.loc;
}
private Vector2 loc;
}
}

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13
Assets/Scripts/Defs.cs Normal file
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using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
namespace RimWorldAnimationStudio
{
[XmlRoot("Defs")]
public class Defs
{
[XmlElement("Rimworld_Animations.AnimationDef")]
public List<AnimationDef> animationDefs = new List<AnimationDef>();
}
}

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43
Assets/Scripts/Enums.cs Normal file
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using System.Xml;
using System.Xml.Serialization;
public enum AltitudeLayer
{
[XmlEnum(Name = "Terrain")] Terrain,
[XmlEnum(Name = "TerrainScatter")] TerrainScatter,
[XmlEnum(Name = "Floor")] Floor,
[XmlEnum(Name = "Conduits")] Conduits,
[XmlEnum(Name = "FloorCoverings")] FloorCoverings,
[XmlEnum(Name = "FloorEmplacement")] FloorEmplacement,
[XmlEnum(Name = "Filth")] Filth,
[XmlEnum(Name = "Zone")] Zone,
[XmlEnum(Name = "SmallWire")] SmallWire,
[XmlEnum(Name = "LowPlant")] LowPlant,
[XmlEnum(Name = "MoteLow")] MoteLow,
[XmlEnum(Name = "Shadows")] Shadows,
[XmlEnum(Name = "DoorMoveable")] DoorMoveable,
[XmlEnum(Name = "Building")] Building,
[XmlEnum(Name = "BuildingOnTop")] BuildingOnTop,
[XmlEnum(Name = "MoteBelowThings")] MoteBelowThings,
[XmlEnum(Name = "Item")] Item,
[XmlEnum(Name = "ItemImportant")] ItemImportant,
[XmlEnum(Name = "LayingPawn")] LayingPawn,
[XmlEnum(Name = "PawnRope")] PawnRope,
[XmlEnum(Name = "Projectile")] Projectile,
[XmlEnum(Name = "Pawn")] Pawn,
[XmlEnum(Name = "PawnUnused")] PawnUnused,
[XmlEnum(Name = "PawnState")] PawnState,
[XmlEnum(Name = "Blueprint")] Blueprint,
[XmlEnum(Name = "MoteOverheadLow")] MoteOverheadLow,
[XmlEnum(Name = "MoteOverhead")] MoteOverhead,
[XmlEnum(Name = "Gas")] Gas,
[XmlEnum(Name = "Skyfaller")] Skyfaller,
[XmlEnum(Name = "Weather")] Weather,
[XmlEnum(Name = "LightingOverlay")] LightingOverlay,
[XmlEnum(Name = "VisEffects")] VisEffects,
[XmlEnum(Name = "FogOfWar")] FogOfWar,
[XmlEnum(Name = "WorldClipper")] WorldClipper,
[XmlEnum(Name = "MapDataOverlay")] MapDataOverlay,
[XmlEnum(Name = "MetaOverlays")] MetaOverlays,
}

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17
Assets/Scripts/GenMath.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RimWorldAnimationStudio
{
public static class GenMath
{
public static float LerpDouble(float inFrom, float inTo, float outFrom, float outTo, float x)
{
float num = (x - inFrom) / (inTo - inFrom);
return outFrom + (outTo - outFrom) * num;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace RimWorldAnimationStudio
{
public static class PawnUtility
{
public static Vector3 BaseHeadOffsetAt(string bodyType, int rotation)
{
Vector2 headOffset = Vector3.zero;
switch (bodyType)
{
case "Male": headOffset = new Vector2(0.04f, 0.34f); break;
case "Female": headOffset = new Vector2(0.10f, 0.34f); break;
case "Thin": headOffset = new Vector2(0.09f, 0.34f); break;
case "Hulk": headOffset = new Vector2(0.10f, 0.34f); break;
case "Fat": headOffset = new Vector2(0.09f, 0.34f); break;
}
switch (rotation)
{
case 0: return new Vector3(0f, 0f, headOffset.y);
case 1: return new Vector3(headOffset.x, 0f, headOffset.y);
case 2: return new Vector3(0f, 0f, headOffset.y);
case 3: return new Vector3(-headOffset.x, 0f, headOffset.y);
default: return Vector3.zero;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RimWorldAnimationStudio
{
public class SimpleCurve : IEnumerable<CurvePoint>, IEnumerable
{
public int PointsCount
{
get
{
return this.points.Count;
}
}
public List<CurvePoint> Points
{
get
{
return this.points;
}
}
public SimpleCurve(IEnumerable<CurvePoint> points)
{
this.SetPoints(points);
}
public SimpleCurve()
{
}
IEnumerator IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
public IEnumerator<CurvePoint> GetEnumerator()
{
foreach (CurvePoint curvePoint in this.points)
{
yield return curvePoint;
}
List<CurvePoint>.Enumerator enumerator = default(List<CurvePoint>.Enumerator);
yield break;
yield break;
}
public CurvePoint this[int i]
{
get
{
return this.points[i];
}
set
{
this.points[i] = value;
}
}
public void SetPoints(IEnumerable<CurvePoint> newPoints)
{
this.points.Clear();
foreach (CurvePoint item in newPoints)
{
this.points.Add(item);
}
this.SortPoints();
}
public void Add(float x, float y, bool sort = true)
{
CurvePoint newPoint = new CurvePoint(x, y);
this.Add(newPoint, sort);
}
public void Add(CurvePoint newPoint, bool sort = true)
{
this.points.Add(newPoint);
if (sort)
{
this.SortPoints();
}
}
public void SortPoints()
{
this.points.Sort(SimpleCurve.CurvePointsComparer);
}
public float ClampToCurve(float value)
{
if (this.points.Count == 0)
{
Debug.Log("Clamping a value to an empty SimpleCurve.");
return value;
}
return Mathf.Clamp(value, this.points[0].y, this.points[this.points.Count - 1].y);
}
public void RemovePointNear(CurvePoint point)
{
for (int i = 0; i < this.points.Count; i++)
{
if ((this.points[i].Loc - point.Loc).sqrMagnitude < 0.001f)
{
this.points.RemoveAt(i);
return;
}
}
}
public float Evaluate(float x)
{
if (this.points.Count == 0)
{
Debug.Log("Evaluating a SimpleCurve with no points.");
return 0f;
}
if (x <= this.points[0].x)
{
return this.points[0].y;
}
if (x >= this.points[this.points.Count - 1].x)
{
return this.points[this.points.Count - 1].y;
}
CurvePoint curvePoint = this.points[0];
CurvePoint curvePoint2 = this.points[this.points.Count - 1];
int i = 0;
while (i < this.points.Count)
{
if (x <= this.points[i].x)
{
curvePoint2 = this.points[i];
if (i > 0)
{
curvePoint = this.points[i - 1];
break;
}
break;
}
else
{
i++;
}
}
float t = (x - curvePoint.x) / (curvePoint2.x - curvePoint.x);
return Mathf.Lerp(curvePoint.y, curvePoint2.y, t);
}
public float EvaluateInverted(float y)
{
if (this.points.Count == 0)
{
Debug.Log("Evaluating a SimpleCurve with no points.");
return 0f;
}
if (this.points.Count == 1)
{
return this.points[0].x;
}
int i = 0;
while (i < this.points.Count - 1)
{
if ((y >= this.points[i].y && y <= this.points[i + 1].y) || (y <= this.points[i].y && y >= this.points[i + 1].y))
{
if (y == this.points[i].y)
{
return this.points[i].x;
}
if (y == this.points[i + 1].y)
{
return this.points[i + 1].x;
}
return GenMath.LerpDouble(this.points[i].y, this.points[i + 1].y, this.points[i].x, this.points[i + 1].x, y);
}
else
{
i++;
}
}
if (y < this.points[0].y)
{
float result = 0f;
float num = 0f;
for (int j = 0; j < this.points.Count; j++)
{
if (j == 0 || this.points[j].y < num)
{
num = this.points[j].y;
result = this.points[j].x;
}
}
return result;
}
float result2 = 0f;
float num2 = 0f;
for (int k = 0; k < this.points.Count; k++)
{
if (k == 0 || this.points[k].y > num2)
{
num2 = this.points[k].y;
result2 = this.points[k].x;
}
}
return result2;
}
public float PeriodProbabilityFromCumulative(float startX, float span)
{
if (this.points.Count < 2)
{
return 0f;
}
if (this.points[0].y != 0f)
{
Debug.Log("PeriodProbabilityFromCumulative should only run on curves whose first point is 0.");
}
float num = this.Evaluate(startX + span) - this.Evaluate(startX);
if (num < 0f)
{
Debug.Log("PeriodicProbability got negative probability from " + this + ": slope should never be negative.");
num = 0f;
}
if (num > 1f)
{
num = 1f;
}
return num;
}
public IEnumerable<string> ConfigErrors(string prefix)
{
for (int i = 0; i < this.points.Count - 1; i++)
{
if (this.points[i + 1].x < this.points[i].x)
{
yield return prefix + ": points are out of order";
break;
}
}
yield break;
}
private List<CurvePoint> points = new List<CurvePoint>();
private static Comparison<CurvePoint> CurvePointsComparer = delegate (CurvePoint a, CurvePoint b)
{
if (a.x < b.x)
{
return -1;
}
if (b.x < a.x)
{
return 1;
}
return 0;
};
}
}

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