Files
2026-04-10 22:50:51 +02:00

156 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using Cpp2IlInjected;
using UnityEngine;
namespace Pathfinding
{
// Token: 0x020000CC RID: 204
[Token(Token = "0x2000076")]
[AddComponentMenu("Pathfinding/Modifiers/Simple Smooth")]
[RequireComponent(typeof(Seeker))]
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_simple_smooth_modifier.php")]
[Serializable]
public class SimpleSmoothModifier : MonoModifier
{
// Token: 0x17000115 RID: 277
// (get) Token: 0x0600073C RID: 1852 RVA: 0x0000560C File Offset: 0x0000380C
[Token(Token = "0x170000EB")]
public override int Order
{
[Token(Token = "0x6000609")]
[Address(RVA = "0x560060", Offset = "0x55EE60", VA = "0x180560060", Slot = "15")]
get
{
return 0;
}
}
// Token: 0x0600073D RID: 1853 RVA: 0x00002082 File Offset: 0x00000282
[Token(Token = "0x600060A")]
[Address(RVA = "0x24DA5B0", Offset = "0x24D93B0", VA = "0x1824DA5B0", Slot = "17")]
public override void Apply(Path p)
{
}
// Token: 0x0600073E RID: 1854 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600060B")]
[Address(RVA = "0x24DA6D0", Offset = "0x24D94D0", VA = "0x1824DA6D0")]
public List<Vector3> CurvedNonuniform(List<Vector3> path)
{
return null;
}
// Token: 0x0600073F RID: 1855 RVA: 0x00005624 File Offset: 0x00003824
[Token(Token = "0x600060C")]
[Address(RVA = "0x24DAFB0", Offset = "0x24D9DB0", VA = "0x1824DAFB0")]
public static Vector3 GetPointOnCubic(Vector3 a, Vector3 b, Vector3 tan1, Vector3 tan2, float t)
{
return default(Vector3);
}
// Token: 0x06000740 RID: 1856 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600060D")]
[Address(RVA = "0x24DB7A0", Offset = "0x24DA5A0", VA = "0x1824DB7A0")]
public List<Vector3> SmoothOffsetSimple(List<Vector3> path)
{
return null;
}
// Token: 0x06000741 RID: 1857 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600060E")]
[Address(RVA = "0x24DC300", Offset = "0x24DB100", VA = "0x1824DC300")]
public List<Vector3> SmoothSimple(List<Vector3> path)
{
return null;
}
// Token: 0x06000742 RID: 1858 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600060F")]
[Address(RVA = "0x24DB200", Offset = "0x24DA000", VA = "0x1824DB200")]
public List<Vector3> SmoothBezier(List<Vector3> path)
{
return null;
}
// Token: 0x06000743 RID: 1859 RVA: 0x00002082 File Offset: 0x00000282
[Token(Token = "0x6000610")]
[Address(RVA = "0x24DC9D0", Offset = "0x24DB7D0", VA = "0x1824DC9D0")]
public SimpleSmoothModifier()
{
}
// Token: 0x040004DC RID: 1244
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x400037C")]
public SimpleSmoothModifier.SmoothType smoothType;
// Token: 0x040004DD RID: 1245
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x400037D")]
[Tooltip("The number of times to subdivide (divide in half) the path segments. [0...inf] (recommended [1...10])")]
public int subdivisions;
// Token: 0x040004DE RID: 1246
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x400037E")]
[Tooltip("Number of times to apply smoothing")]
public int iterations;
// Token: 0x040004DF RID: 1247
[FieldOffset(Offset = "0x34")]
[Token(Token = "0x400037F")]
[Tooltip("Determines how much smoothing to apply in each smooth iteration. 0.5 usually produces the nicest looking curves")]
[Range(0f, 1f)]
public float strength;
// Token: 0x040004E0 RID: 1248
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4000380")]
[Tooltip("Toggle to divide all lines in equal length segments")]
public bool uniformLength;
// Token: 0x040004E1 RID: 1249
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x4000381")]
[Tooltip("The length of each segment in the smoothed path. A high value yields rough paths and low value yields very smooth paths, but is slower")]
public float maxSegmentLength;
// Token: 0x040004E2 RID: 1250
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4000382")]
[Tooltip("Length factor of the bezier curves' tangents")]
public float bezierTangentLength;
// Token: 0x040004E3 RID: 1251
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x4000383")]
[Tooltip("Offset to apply in each smoothing iteration when using Offset Simple")]
public float offset;
// Token: 0x040004E4 RID: 1252
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4000384")]
[Tooltip("How much to smooth the path. A higher value will give a smoother path, but might take the character far off the optimal path.")]
public float factor;
// Token: 0x020000CD RID: 205
[Token(Token = "0x200012A")]
public enum SmoothType
{
// Token: 0x040004E6 RID: 1254
[Token(Token = "0x40006D9")]
Simple,
// Token: 0x040004E7 RID: 1255
[Token(Token = "0x40006DA")]
Bezier,
// Token: 0x040004E8 RID: 1256
[Token(Token = "0x40006DB")]
OffsetSimple,
// Token: 0x040004E9 RID: 1257
[Token(Token = "0x40006DC")]
CurvedNonuniform
}
}
}