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using System;
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using UnityEngine;
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namespace FX
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{
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// Token: 0x02000766 RID: 1894
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[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class FX_Polygon_Flag : MonoBehaviour
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{
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// Token: 0x06003054 RID: 12372 RVA: 0x001038F8 File Offset: 0x001038F8
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private void Start()
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{
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this._renderer = base.GetComponent<Renderer>();
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this._meshFilter = base.GetComponent<MeshFilter>();
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this._mesh = new Mesh();
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this._mesh.vertices = this._vertices;
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this._mesh.uv = this._uv;
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this._prevPosition = base.transform.position;
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}
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// Token: 0x06003055 RID: 12373 RVA: 0x0010395C File Offset: 0x0010395C
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private void Update()
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{
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if (this._renderer != null && this._renderer.material != null)
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{
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Vector3 a = this._prevPosition + this._nowChaser;
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this._nowChaser = Vector3.Lerp(a, base.transform.position, this._tailDamper) - base.transform.position;
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this._nowChaser_Rot = Quaternion.Lerp(this._nowChaser_Rot, base.transform.parent.rotation, this._tailDamper);
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this._vertices[1] = base.transform.parent.rotation * this._topPosition;
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this._vertices[2] = this._nowChaser;
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this._vertices[3] = this._nowChaser + this._nowChaser_Rot * this._topPosition;
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float num = Vector3.Distance(Vector3.zero, this._nowChaser);
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float num2 = Vector3.Distance(this._vertices[1], this._vertices[3]);
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float num3 = (num <= num2) ? num2 : num;
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float a2 = Mathf.Clamp01((num3 - this._minLength) / this._visibleLength);
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this._colors[0].a = a2;
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this._colors[1].a = a2;
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this._colors[2].a = a2;
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this._colors[3].a = a2;
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if (num3 > this._minLength)
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{
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this._mesh.vertices = this._vertices;
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this._mesh.colors = this._colors;
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this._mesh.triangles = this._triangles;
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this._meshFilter.sharedMesh = this._mesh;
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}
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else
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{
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this._meshFilter.sharedMesh = null;
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}
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this._prevPosition = base.transform.position;
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base.transform.rotation = Quaternion.identity;
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}
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}
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// Token: 0x04005698 RID: 22168
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[SerializeField]
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[Range(0f, 1f)]
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[Tooltip("この値が高い程 短くなります")]
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private float _tailDamper = 0.2f;
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// Token: 0x04005699 RID: 22169
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[Tooltip("先端の位置(相対)")]
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[SerializeField]
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private Vector3 _topPosition = new Vector3(0f, 0f, 0.6f);
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// Token: 0x0400569A RID: 22170
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[Tooltip("描画される最短距離")]
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[SerializeField]
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private float _minLength = 0.2f;
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// Token: 0x0400569B RID: 22171
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[SerializeField]
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[Tooltip("minLengthから頂点アルファが1になるまでの距離(初期値固定)")]
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private float _visibleLength = 0.3f;
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// Token: 0x0400569C RID: 22172
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private Renderer _renderer;
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// Token: 0x0400569D RID: 22173
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private Vector3 _nowChaser;
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// Token: 0x0400569E RID: 22174
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private Vector3 _prevPosition;
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// Token: 0x0400569F RID: 22175
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private Quaternion _nowChaser_Rot;
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// Token: 0x040056A0 RID: 22176
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private Mesh _mesh;
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// Token: 0x040056A1 RID: 22177
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private int[] _triangles = new int[]
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{
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0,
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1,
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2,
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2,
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1,
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3
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};
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// Token: 0x040056A2 RID: 22178
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private Vector2[] _uv = new Vector2[]
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{
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.one
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};
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// Token: 0x040056A3 RID: 22179
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private Color[] _colors = new Color[]
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{
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Color.white,
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Color.white,
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Color.white,
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Color.white
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};
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// Token: 0x040056A4 RID: 22180
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private Vector3[] _vertices = new Vector3[]
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{
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Vector3.zero,
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Vector3.zero,
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Vector3.zero,
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Vector3.zero
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};
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// Token: 0x040056A5 RID: 22181
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private MeshFilter _meshFilter;
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}
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}
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