82 public void Launch(Vector2 from, Vector2 to)
84 launchZ = base.transform.position.z;
85 base.transform.position =
new Vector3(from.x, from.y,
launchZ);
97 Vector2 vector = from - to;
106 totalAngle = Mathf.Max(180f, Mathf.Abs(f)) * (MathF.PI / 180f);
107 turnSign = ((UnityEngine.Random.value < 0.5f) ? (-1f) : 1f);
143 base.transform.position =
new Vector3(vector.x, vector.y,
launchZ);
153 spriteRenderer.enabled =
false;
167 spriteRenderer.enabled =
true;
179 Vector2 vector =
new Vector2(Mathf.Cos(f), Mathf.Sin(f));
189 Vector2 vector =
new Vector2(Mathf.Cos(f), Mathf.Sin(f));
190 Vector2 vector2 =
new Vector2(0f - vector.y, vector.x);
191 return vector * num2 + vector2 * num * num3;
209 if (!(vector.sqrMagnitude < 1E-06f))
211 float num = Mathf.Atan2(vector.y, vector.x) * 57.29578f;
212 base.transform.rotation = Quaternion.Euler(0f, 0f, num +
rotationOffset);
220 for (
int i = 1; i <= 32; i++)
223 num += Vector2.Distance(a, vector);
Vector2 EvaluateDirection(float t)
float EstimatePathLength()
void UpdateRotation(float t)
SpriteRenderer spriteRenderer
Vector2 EvaluatePosition(float t)
float EvaluateRadius(float t)
float EvaluateRadiusDerivative(float t)
void Launch(Vector2 from, Vector2 to)