Squid, dildos and bezier curves
This commit is contained in:
Executable
+9
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fileFormatVersion: 2
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guid: 51f55e42e1231024babca647e599138b
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folderAsset: yes
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timeCreated: 1463688993
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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Executable
+9
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: a7df1a42a1caa924e94005298a889190
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||||
folderAsset: yes
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||||
timeCreated: 1463688993
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||||
licenseType: Free
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||||
DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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+263
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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[CustomEditor(typeof(BezierCurve))]
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public class BezierCurveEditor : Editor
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{
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BezierCurve curve;
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SerializedProperty resolutionProp;
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SerializedProperty closeProp;
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SerializedProperty pointsProp;
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SerializedProperty colorProp;
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private static bool showPoints = true;
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void OnEnable()
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{
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curve = (BezierCurve)target;
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resolutionProp = serializedObject.FindProperty("resolution");
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closeProp = serializedObject.FindProperty("_close");
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pointsProp = serializedObject.FindProperty("points");
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colorProp = serializedObject.FindProperty("drawColor");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(resolutionProp);
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EditorGUILayout.PropertyField(closeProp);
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EditorGUILayout.PropertyField(colorProp);
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showPoints = EditorGUILayout.Foldout(showPoints, "Points");
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if(showPoints)
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{
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int pointCount = pointsProp.arraySize;
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for(int i = 0; i < pointCount; i++)
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{
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DrawPointInspector(curve[i], i);
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}
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if(GUILayout.Button("Add Point"))
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{
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Undo.RegisterSceneUndo("Add Point");
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GameObject pointObject = new GameObject("Point "+pointsProp.arraySize);
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pointObject.transform.parent = curve.transform;
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pointObject.transform.localPosition = Vector3.zero;
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BezierPoint newPoint = pointObject.AddComponent<BezierPoint>();
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newPoint.curve = curve;
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newPoint.handle1 = Vector3.right*0.1f;
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newPoint.handle2 = -Vector3.right*0.1f;
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pointsProp.InsertArrayElementAtIndex(pointsProp.arraySize);
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pointsProp.GetArrayElementAtIndex(pointsProp.arraySize - 1).objectReferenceValue = newPoint;
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}
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}
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if(GUI.changed)
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{
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serializedObject.ApplyModifiedProperties();
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EditorUtility.SetDirty(target);
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}
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}
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void OnSceneGUI()
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{
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for(int i = 0; i < curve.pointCount; i++)
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{
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DrawPointSceneGUI(curve[i]);
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}
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}
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void DrawPointInspector(BezierPoint point, int index)
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{
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SerializedObject serObj = new SerializedObject(point);
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SerializedProperty handleStyleProp = serObj.FindProperty("handleStyle");
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SerializedProperty handle1Prop = serObj.FindProperty("_handle1");
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SerializedProperty handle2Prop = serObj.FindProperty("_handle2");
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EditorGUILayout.BeginHorizontal();
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if(GUILayout.Button("X", GUILayout.Width(20)))
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{
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Undo.RegisterSceneUndo("Remove Point");
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pointsProp.MoveArrayElement(curve.GetPointIndex(point), curve.pointCount - 1);
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pointsProp.arraySize--;
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DestroyImmediate(point.gameObject);
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return;
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}
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EditorGUILayout.ObjectField(point.gameObject, typeof(GameObject), true);
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if(index != 0 && GUILayout.Button(@"/\", GUILayout.Width(25)))
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{
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UnityEngine.Object other = pointsProp.GetArrayElementAtIndex(index - 1).objectReferenceValue;
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pointsProp.GetArrayElementAtIndex(index - 1).objectReferenceValue = point;
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pointsProp.GetArrayElementAtIndex(index).objectReferenceValue = other;
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}
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if(index != pointsProp.arraySize - 1 && GUILayout.Button(@"\/", GUILayout.Width(25)))
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{
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UnityEngine.Object other = pointsProp.GetArrayElementAtIndex(index + 1).objectReferenceValue;
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pointsProp.GetArrayElementAtIndex(index + 1).objectReferenceValue = point;
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pointsProp.GetArrayElementAtIndex(index).objectReferenceValue = other;
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}
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EditorGUILayout.EndHorizontal();
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EditorGUI.indentLevel++;
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EditorGUI.indentLevel++;
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int newType = (int)((object)EditorGUILayout.EnumPopup("Handle Type", (BezierPoint.HandleStyle)handleStyleProp.enumValueIndex));
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if(newType != handleStyleProp.enumValueIndex)
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{
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handleStyleProp.enumValueIndex = newType;
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if(newType == 0)
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{
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if(handle1Prop.vector3Value != Vector3.zero) handle2Prop.vector3Value = -handle1Prop.vector3Value;
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else if(handle2Prop.vector3Value != Vector3.zero) handle1Prop.vector3Value = -handle2Prop.vector3Value;
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else
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{
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handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
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handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
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}
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}
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else if(newType == 1)
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{
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if(handle1Prop.vector3Value == Vector3.zero && handle2Prop.vector3Value == Vector3.zero)
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{
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handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
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handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
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}
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}
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else if(newType == 2)
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{
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handle1Prop.vector3Value = Vector3.zero;
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handle2Prop.vector3Value = Vector3.zero;
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}
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}
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Vector3 newPointPos = EditorGUILayout.Vector3Field("Position : ", point.transform.localPosition);
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if(newPointPos != point.transform.localPosition)
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{
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Undo.RegisterUndo(point.transform, "Move Bezier Point");
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point.transform.localPosition = newPointPos;
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}
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if(handleStyleProp.enumValueIndex == 0)
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{
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Vector3 newPosition;
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newPosition = EditorGUILayout.Vector3Field("Handle 1", handle1Prop.vector3Value);
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if(newPosition != handle1Prop.vector3Value)
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{
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handle1Prop.vector3Value = newPosition;
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handle2Prop.vector3Value = -newPosition;
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}
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newPosition = EditorGUILayout.Vector3Field("Handle 2", handle2Prop.vector3Value);
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if(newPosition != handle2Prop.vector3Value)
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{
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handle1Prop.vector3Value = -newPosition;
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handle2Prop.vector3Value = newPosition;
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}
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}
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else if(handleStyleProp.enumValueIndex == 1)
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{
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EditorGUILayout.PropertyField(handle1Prop);
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EditorGUILayout.PropertyField(handle2Prop);
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}
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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if(GUI.changed)
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{
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serObj.ApplyModifiedProperties();
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EditorUtility.SetDirty(serObj.targetObject);
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}
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}
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static void DrawPointSceneGUI(BezierPoint point)
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{
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Handles.Label(point.position + new Vector3(0, HandleUtility.GetHandleSize(point.position) * 0.4f, 0), point.gameObject.name);
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Handles.color = Color.green;
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Vector3 newPosition = Handles.FreeMoveHandle(point.position, point.transform.rotation, HandleUtility.GetHandleSize(point.position)*0.1f, Vector3.zero, Handles.RectangleCap);
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if(newPosition != point.position)
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{
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Undo.RegisterUndo(point.transform, "Move Point");
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point.transform.position = newPosition;
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}
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if(point.handleStyle != BezierPoint.HandleStyle.None)
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{
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Handles.color = Color.cyan;
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Vector3 newGlobal1 = Handles.FreeMoveHandle(point.globalHandle1, point.transform.rotation, HandleUtility.GetHandleSize(point.globalHandle1)*0.075f, Vector3.zero, Handles.CircleCap);
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if(point.globalHandle1 != newGlobal1)
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{
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Undo.RegisterUndo(point, "Move Handle");
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point.globalHandle1 = newGlobal1;
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if(point.handleStyle == BezierPoint.HandleStyle.Connected) point.globalHandle2 = -(newGlobal1 - point.position) + point.position;
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}
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Vector3 newGlobal2 = Handles.FreeMoveHandle(point.globalHandle2, point.transform.rotation, HandleUtility.GetHandleSize(point.globalHandle2)*0.075f, Vector3.zero, Handles.CircleCap);
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if(point.globalHandle2 != newGlobal2)
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{
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Undo.RegisterUndo(point, "Move Handle");
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point.globalHandle2 = newGlobal2;
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if(point.handleStyle == BezierPoint.HandleStyle.Connected) point.globalHandle1 = -(newGlobal2 - point.position) + point.position;
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}
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Handles.color = Color.yellow;
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Handles.DrawLine(point.position, point.globalHandle1);
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Handles.DrawLine(point.position, point.globalHandle2);
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}
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}
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public static void DrawOtherPoints(BezierCurve curve, BezierPoint caller)
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{
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foreach(BezierPoint p in curve.GetAnchorPoints())
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{
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if(p != caller) DrawPointSceneGUI(p);
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}
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}
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[MenuItem("GameObject/Create Other/Bezier Curve")]
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public static void CreateCurve(MenuCommand command)
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{
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GameObject curveObject = new GameObject("BezierCurve");
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Undo.RegisterUndo(curveObject, "Undo Create Curve");
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BezierCurve curve = curveObject.AddComponent<BezierCurve>();
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BezierPoint p1 = curve.AddPointAt(Vector3.forward * 0.5f);
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p1.handleStyle = BezierPoint.HandleStyle.Connected;
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p1.handle1 = new Vector3(-0.28f, 0, 0);
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BezierPoint p2 = curve.AddPointAt(Vector3.right * 0.5f);
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p2.handleStyle = BezierPoint.HandleStyle.Connected;
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p2.handle1 = new Vector3(0, 0, 0.28f);
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BezierPoint p3 = curve.AddPointAt(-Vector3.forward * 0.5f);
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p3.handleStyle = BezierPoint.HandleStyle.Connected;
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p3.handle1 = new Vector3(0.28f, 0, 0);
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BezierPoint p4 = curve.AddPointAt(-Vector3.right * 0.5f);
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p4.handleStyle = BezierPoint.HandleStyle.Connected;
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p4.handle1 = new Vector3(0, 0, -0.28f);
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curve.close = true;
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}
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}
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+10
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 076c82ebe1ea6b249b4e66e85cdf269a
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MonoImporter:
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serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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+152
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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[CustomEditor(typeof(BezierPoint))]
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[CanEditMultipleObjects]
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public class BezierPointEditor : Editor {
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BezierPoint point;
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SerializedProperty handleTypeProp;
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SerializedProperty handle1Prop;
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SerializedProperty handle2Prop;
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private delegate void HandleFunction(BezierPoint p);
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private HandleFunction[] handlers = new HandleFunction[] { HandleConnected, HandleBroken, HandleAbsent };
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void OnEnable(){
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point = (BezierPoint)target;
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handleTypeProp = serializedObject.FindProperty("handleStyle");
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handle1Prop = serializedObject.FindProperty("_handle1");
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handle2Prop = serializedObject.FindProperty("_handle2");
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}
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public override void OnInspectorGUI (){
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serializedObject.Update();
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BezierPoint.HandleStyle newHandleType = (BezierPoint.HandleStyle)EditorGUILayout.EnumPopup("Handle Type", (BezierPoint.HandleStyle)handleTypeProp.intValue);
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if(newHandleType != (BezierPoint.HandleStyle)handleTypeProp.intValue)
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{
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handleTypeProp.intValue = (int)newHandleType;
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if((int)newHandleType == 0)
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{
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if(handle1Prop.vector3Value != Vector3.zero) handle2Prop.vector3Value = -handle1Prop.vector3Value;
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else if(handle2Prop.vector3Value != Vector3.zero) handle1Prop.vector3Value = -handle2Prop.vector3Value;
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else
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{
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handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
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handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
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}
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}
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else if((int)newHandleType == 1)
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{
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if(handle1Prop.vector3Value == Vector3.zero && handle2Prop.vector3Value == Vector3.zero)
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{
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handle1Prop.vector3Value = new Vector3(0.1f, 0, 0);
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handle2Prop.vector3Value = new Vector3(-0.1f, 0, 0);
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}
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}
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else if((int)newHandleType == 2)
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{
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handle1Prop.vector3Value = Vector3.zero;
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handle2Prop.vector3Value = Vector3.zero;
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}
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}
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if(handleTypeProp.intValue != 2)
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{
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Vector3 newHandle1 = EditorGUILayout.Vector3Field("Handle 1", handle1Prop.vector3Value);
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Vector3 newHandle2 = EditorGUILayout.Vector3Field("Handle 2", handle2Prop.vector3Value);
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if(handleTypeProp.intValue == 0){
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if(newHandle1 != handle1Prop.vector3Value){
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handle1Prop.vector3Value = newHandle1;
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handle2Prop.vector3Value = -newHandle1;
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}
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else if(newHandle2 != handle2Prop.vector3Value){
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handle1Prop.vector3Value = -newHandle2;
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handle2Prop.vector3Value = newHandle2;
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}
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}
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else{
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handle1Prop.vector3Value = newHandle1;
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handle2Prop.vector3Value = newHandle2;
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}
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}
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if(GUI.changed){
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serializedObject.ApplyModifiedProperties();
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EditorUtility.SetDirty(target);
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}
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}
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void OnSceneGUI()
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{
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Handles.color = Color.green;
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Vector3 newPosition = Handles.FreeMoveHandle(point.position, point.transform.rotation, HandleUtility.GetHandleSize(point.position)*0.2f, Vector3.zero, Handles.CubeCap);
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if(point.position != newPosition) point.position = newPosition;
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handlers[(int)point.handleStyle](point);
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Handles.color = Color.yellow;
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Handles.DrawLine(point.position, point.globalHandle1);
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Handles.DrawLine(point.position, point.globalHandle2);
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||||
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||||
BezierCurveEditor.DrawOtherPoints(point.curve, point);
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||||
}
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||||
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||||
private static void HandleConnected(BezierPoint p){
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Handles.color = Color.cyan;
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Vector3 newGlobal1 = Handles.FreeMoveHandle(p.globalHandle1, p.transform.rotation, HandleUtility.GetHandleSize(p.globalHandle1)*0.15f, Vector3.zero, Handles.SphereCap);
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if(newGlobal1 != p.globalHandle1){
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Undo.RegisterUndo(p, "Move Handle");
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p.globalHandle1 = newGlobal1;
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p.globalHandle2 = -(newGlobal1 - p.position) + p.position;
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||||
}
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||||
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||||
Vector3 newGlobal2 = Handles.FreeMoveHandle(p.globalHandle2, p.transform.rotation, HandleUtility.GetHandleSize(p.globalHandle2)*0.15f, Vector3.zero, Handles.SphereCap);
|
||||
|
||||
if(newGlobal2 != p.globalHandle2){
|
||||
Undo.RegisterUndo(p, "Move Handle");
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||||
p.globalHandle1 = -(newGlobal2 - p.position) + p.position;
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||||
p.globalHandle2 = newGlobal2;
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||||
}
|
||||
}
|
||||
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||||
private static void HandleBroken(BezierPoint p){
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||||
Handles.color = Color.cyan;
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||||
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||||
Vector3 newGlobal1 = Handles.FreeMoveHandle(p.globalHandle1, Quaternion.identity, HandleUtility.GetHandleSize(p.globalHandle1)*0.15f, Vector3.zero, Handles.SphereCap);
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||||
Vector3 newGlobal2 = Handles.FreeMoveHandle(p.globalHandle2, Quaternion.identity, HandleUtility.GetHandleSize(p.globalHandle2)*0.15f, Vector3.zero, Handles.SphereCap);
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||||
|
||||
if(newGlobal1 != p.globalHandle1)
|
||||
{
|
||||
Undo.RegisterUndo(p, "Move Handle");
|
||||
p.globalHandle1 = newGlobal1;
|
||||
}
|
||||
|
||||
if(newGlobal2 != p.globalHandle2)
|
||||
{
|
||||
Undo.RegisterUndo(p, "Move Handle");
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||||
p.globalHandle2 = newGlobal2;
|
||||
}
|
||||
}
|
||||
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||||
private static void HandleAbsent(BezierPoint p)
|
||||
{
|
||||
p.handle1 = Vector3.zero;
|
||||
p.handle2 = Vector3.zero;
|
||||
}
|
||||
}
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||||
+10
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fileFormatVersion: 2
|
||||
guid: 2f40a14ecad007949831de4081a5a58e
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MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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Executable
BIN
Binary file not shown.
Executable
+6
@@ -0,0 +1,6 @@
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||||
fileFormatVersion: 2
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guid: 3b3fe768c68c21647b45cad53f1d7c06
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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Executable
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d7e57956b99d2b4e81efd36ef46eea1
|
||||
folderAsset: yes
|
||||
timeCreated: 1463688993
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Executable
+555
@@ -0,0 +1,555 @@
|
||||
#region UsingStatements
|
||||
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// - Class for describing and drawing Bezier Curves
|
||||
/// - Efficiently handles approximate length calculation through 'dirty' system
|
||||
/// - Has static functions for getting points on curves constructed by Vector3 parameters (GetPoint, GetCubicPoint, GetQuadraticPoint, and GetLinearPoint)
|
||||
/// </summary>
|
||||
[ExecuteInEditMode]
|
||||
[Serializable]
|
||||
public class BezierCurve : MonoBehaviour {
|
||||
|
||||
#region PublicVariables
|
||||
|
||||
/// <summary>
|
||||
/// - the number of mid-points calculated for each pair of bezier points
|
||||
/// - used for drawing the curve in the editor
|
||||
/// - used for calculating the "length" variable
|
||||
/// </summary>
|
||||
public int resolution = 30;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this <see cref="BezierCurve"/> is dirty.
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// <c>true</c> if dirty; otherwise, <c>false</c>.
|
||||
/// </value>
|
||||
public bool dirty { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// - color this curve will be drawn with in the editor
|
||||
/// - set in the editor
|
||||
/// </summary>
|
||||
public Color drawColor = Color.white;
|
||||
|
||||
#endregion
|
||||
|
||||
#region PublicProperties
|
||||
|
||||
/// <summary>
|
||||
/// - set in the editor
|
||||
/// - used to determine if the curve should be drawn as "closed" in the editor
|
||||
/// - used to determine if the curve's length should include the curve between the first and the last points in "points" array
|
||||
/// - setting this value will cause the curve to become dirty
|
||||
/// </summary>
|
||||
[SerializeField] private bool _close;
|
||||
public bool close
|
||||
{
|
||||
get { return _close; }
|
||||
set
|
||||
{
|
||||
if(_close == value) return;
|
||||
_close = value;
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - set internally
|
||||
/// - gets point corresponding to "index" in "points" array
|
||||
/// - does not allow direct set
|
||||
/// </summary>
|
||||
/// <param name='index'>
|
||||
/// - the index
|
||||
/// </param>
|
||||
public BezierPoint this[int index]
|
||||
{
|
||||
get { return points[index]; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - number of points stored in 'points' variable
|
||||
/// - set internally
|
||||
/// - does not include "handles"
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// - The point count
|
||||
/// </value>
|
||||
public int pointCount
|
||||
{
|
||||
get { return points.Length; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - The approximate length of the curve
|
||||
/// - recalculates if the curve is "dirty"
|
||||
/// </summary>
|
||||
private float _length;
|
||||
public float length
|
||||
{
|
||||
get
|
||||
{
|
||||
if(dirty)
|
||||
{
|
||||
_length = 0;
|
||||
for(int i = 0; i < points.Length - 1; i++){
|
||||
_length += ApproximateLength(points[i], points[i + 1], resolution);
|
||||
}
|
||||
|
||||
//if(close) _length += ApproximateLength(points[points.Length - 1], points[0], resolution);
|
||||
|
||||
dirty = false;
|
||||
}
|
||||
|
||||
return _length;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region PrivateVariables
|
||||
|
||||
/// <summary>
|
||||
/// - Array of point objects that make up this curve
|
||||
/// - Populated through editor
|
||||
/// </summary>
|
||||
[SerializeField] private BezierPoint[] points = new BezierPoint[0];
|
||||
|
||||
#endregion
|
||||
|
||||
#region UnityFunctions
|
||||
|
||||
void OnDrawGizmos () {
|
||||
Gizmos.color = drawColor;
|
||||
|
||||
if(points.Length > 1){
|
||||
for(int i = 0; i < points.Length - 1; i++){
|
||||
DrawCurve(points[i], points[i+1], resolution);
|
||||
}
|
||||
|
||||
if (close) DrawCurve(points[points.Length - 1], points[0], resolution);
|
||||
}
|
||||
}
|
||||
|
||||
void Awake(){
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region PublicFunctions
|
||||
|
||||
/// <summary>
|
||||
/// - Adds the given point to the end of the curve ("points" array)
|
||||
/// </summary>
|
||||
/// <param name='point'>
|
||||
/// - The point to add.
|
||||
/// </param>
|
||||
public void AddPoint(BezierPoint point)
|
||||
{
|
||||
List<BezierPoint> tempArray = new List<BezierPoint>(points);
|
||||
tempArray.Add(point);
|
||||
points = tempArray.ToArray();
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Adds a point at position
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The point object
|
||||
/// </returns>
|
||||
/// <param name='position'>
|
||||
/// - Where to add the point
|
||||
/// </param>
|
||||
public BezierPoint AddPointAt(Vector3 position)
|
||||
{
|
||||
GameObject pointObject = new GameObject("Point "+pointCount);
|
||||
|
||||
pointObject.transform.parent = transform;
|
||||
pointObject.transform.position = position;
|
||||
|
||||
BezierPoint newPoint = pointObject.AddComponent<BezierPoint>();
|
||||
newPoint.curve = this;
|
||||
|
||||
return newPoint;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Removes the given point from the curve ("points" array)
|
||||
/// </summary>
|
||||
/// <param name='point'>
|
||||
/// - The point to remove
|
||||
/// </param>
|
||||
public void RemovePoint(BezierPoint point)
|
||||
{
|
||||
List<BezierPoint> tempArray = new List<BezierPoint>(points);
|
||||
tempArray.Remove(point);
|
||||
points = tempArray.ToArray();
|
||||
dirty = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets a copy of the bezier point array used to define this curve
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The cloned array of points
|
||||
/// </returns>
|
||||
public BezierPoint[] GetAnchorPoints()
|
||||
{
|
||||
return (BezierPoint[])points.Clone();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets the point at 't' percent along this curve
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - Returns the point at 't' percent
|
||||
/// </returns>
|
||||
/// <param name='t'>
|
||||
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
|
||||
/// </param>
|
||||
public Vector3 GetPointAt(float t)
|
||||
{
|
||||
if(t <= 0) return points[0].position;
|
||||
else if (t >= 1) return points[points.Length - 1].position;
|
||||
|
||||
float totalPercent = 0;
|
||||
float curvePercent = 0;
|
||||
|
||||
BezierPoint p1 = null;
|
||||
BezierPoint p2 = null;
|
||||
|
||||
for(int i = 0; i < points.Length - 1; i++)
|
||||
{
|
||||
curvePercent = ApproximateLength(points[i], points[i + 1], 10) / length;
|
||||
if(totalPercent + curvePercent > t)
|
||||
{
|
||||
p1 = points[i];
|
||||
p2 = points[i + 1];
|
||||
break;
|
||||
}
|
||||
|
||||
else totalPercent += curvePercent;
|
||||
}
|
||||
|
||||
if(close && p1 == null)
|
||||
{
|
||||
p1 = points[points.Length - 1];
|
||||
p2 = points[0];
|
||||
}
|
||||
|
||||
t -= totalPercent;
|
||||
|
||||
return GetPoint(p1, p2, t / curvePercent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Get the index of the given point in this curve
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The index, or -1 if the point is not found
|
||||
/// </returns>
|
||||
/// <param name='point'>
|
||||
/// - Point to search for
|
||||
/// </param>
|
||||
public int GetPointIndex(BezierPoint point)
|
||||
{
|
||||
int result = -1;
|
||||
for(int i = 0; i < points.Length; i++)
|
||||
{
|
||||
if(points[i] == point)
|
||||
{
|
||||
result = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Sets this curve to 'dirty'
|
||||
/// - Forces the curve to recalculate its length
|
||||
/// </summary>
|
||||
public void SetDirty()
|
||||
{
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region PublicStaticFunctions
|
||||
|
||||
/// <summary>
|
||||
/// - Draws the curve in the Editor
|
||||
/// </summary>
|
||||
/// <param name='p1'>
|
||||
/// - The bezier point at the beginning of the curve
|
||||
/// </param>
|
||||
/// <param name='p2'>
|
||||
/// - The bezier point at the end of the curve
|
||||
/// </param>
|
||||
/// <param name='resolution'>
|
||||
/// - The number of segments along the curve to draw
|
||||
/// </param>
|
||||
public static void DrawCurve(BezierPoint p1, BezierPoint p2, int resolution)
|
||||
{
|
||||
int limit = resolution+1;
|
||||
float _res = resolution;
|
||||
Vector3 lastPoint = p1.position;
|
||||
Vector3 currentPoint = Vector3.zero;
|
||||
|
||||
for(int i = 1; i < limit; i++){
|
||||
currentPoint = GetPoint(p1, p2, i/_res);
|
||||
Gizmos.DrawLine(lastPoint, currentPoint);
|
||||
lastPoint = currentPoint;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets the point 't' percent along a curve
|
||||
/// - Automatically calculates for the number of relevant points
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The point 't' percent along the curve
|
||||
/// </returns>
|
||||
/// <param name='p1'>
|
||||
/// - The bezier point at the beginning of the curve
|
||||
/// </param>
|
||||
/// <param name='p2'>
|
||||
/// - The bezier point at the end of the curve
|
||||
/// </param>
|
||||
/// <param name='t'>
|
||||
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
|
||||
/// </param>
|
||||
public static Vector3 GetPoint(BezierPoint p1, BezierPoint p2, float t)
|
||||
{
|
||||
if(p1.handle2 != Vector3.zero)
|
||||
{
|
||||
if(p2.handle1 != Vector3.zero) return GetCubicCurvePoint(p1.position, p1.globalHandle2, p2.globalHandle1, p2.position, t);
|
||||
else return GetQuadraticCurvePoint(p1.position, p1.globalHandle2, p2.position, t);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
if(p2.handle1 != Vector3.zero) return GetQuadraticCurvePoint(p1.position, p2.globalHandle1, p2.position, t);
|
||||
else return GetLinearPoint(p1.position, p2.position, t);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets the point 't' percent along a third-order curve
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The point 't' percent along the curve
|
||||
/// </returns>
|
||||
/// <param name='p1'>
|
||||
/// - The point at the beginning of the curve
|
||||
/// </param>
|
||||
/// <param name='p2'>
|
||||
/// - The second point along the curve
|
||||
/// </param>
|
||||
/// <param name='p3'>
|
||||
/// - The third point along the curve
|
||||
/// </param>
|
||||
/// <param name='p4'>
|
||||
/// - The point at the end of the curve
|
||||
/// </param>
|
||||
/// <param name='t'>
|
||||
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
|
||||
/// </param>
|
||||
public static Vector3 GetCubicCurvePoint(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, float t)
|
||||
{
|
||||
t = Mathf.Clamp01(t);
|
||||
|
||||
Vector3 part1 = Mathf.Pow(1 - t, 3) * p1;
|
||||
Vector3 part2 = 3 * Mathf.Pow(1 - t, 2) * t * p2;
|
||||
Vector3 part3 = 3 * (1 - t) * Mathf.Pow(t, 2) * p3;
|
||||
Vector3 part4 = Mathf.Pow(t, 3) * p4;
|
||||
|
||||
return part1 + part2 + part3 + part4;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets the point 't' percent along a second-order curve
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The point 't' percent along the curve
|
||||
/// </returns>
|
||||
/// <param name='p1'>
|
||||
/// - The point at the beginning of the curve
|
||||
/// </param>
|
||||
/// <param name='p2'>
|
||||
/// - The second point along the curve
|
||||
/// </param>
|
||||
/// <param name='p3'>
|
||||
/// - The point at the end of the curve
|
||||
/// </param>
|
||||
/// <param name='t'>
|
||||
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
|
||||
/// </param>
|
||||
public static Vector3 GetQuadraticCurvePoint(Vector3 p1, Vector3 p2, Vector3 p3, float t)
|
||||
{
|
||||
t = Mathf.Clamp01(t);
|
||||
|
||||
Vector3 part1 = Mathf.Pow(1 - t, 2) * p1;
|
||||
Vector3 part2 = 2 * (1 - t) * t * p2;
|
||||
Vector3 part3 = Mathf.Pow(t, 2) * p3;
|
||||
|
||||
return part1 + part2 + part3;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets point 't' percent along a linear "curve" (line)
|
||||
/// - This is exactly equivalent to Vector3.Lerp
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The point 't' percent along the curve
|
||||
/// </returns>
|
||||
/// <param name='p1'>
|
||||
/// - The point at the beginning of the line
|
||||
/// </param>
|
||||
/// <param name='p2'>
|
||||
/// - The point at the end of the line
|
||||
/// </param>
|
||||
/// <param name='t'>
|
||||
/// - Value between 0 and 1 representing the percent along the line (0 = 0%, 1 = 100%)
|
||||
/// </param>
|
||||
public static Vector3 GetLinearPoint(Vector3 p1, Vector3 p2, float t)
|
||||
{
|
||||
return p1 + ((p2 - p1) * t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Gets point 't' percent along n-order curve
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The point 't' percent along the curve
|
||||
/// </returns>
|
||||
/// <param name='t'>
|
||||
/// - Value between 0 and 1 representing the percent along the curve (0 = 0%, 1 = 100%)
|
||||
/// </param>
|
||||
/// <param name='points'>
|
||||
/// - The points used to define the curve
|
||||
/// </param>
|
||||
public static Vector3 GetPoint(float t, params Vector3[] points){
|
||||
t = Mathf.Clamp01(t);
|
||||
|
||||
int order = points.Length-1;
|
||||
Vector3 point = Vector3.zero;
|
||||
Vector3 vectorToAdd;
|
||||
|
||||
for(int i = 0; i < points.Length; i++){
|
||||
vectorToAdd = points[points.Length-i-1] * (BinomialCoefficient(i, order) * Mathf.Pow(t, order-i) * Mathf.Pow((1-t), i));
|
||||
point += vectorToAdd;
|
||||
}
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Approximates the length
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// - The approximate length
|
||||
/// </returns>
|
||||
/// <param name='p1'>
|
||||
/// - The bezier point at the start of the curve
|
||||
/// </param>
|
||||
/// <param name='p2'>
|
||||
/// - The bezier point at the end of the curve
|
||||
/// </param>
|
||||
/// <param name='resolution'>
|
||||
/// - The number of points along the curve used to create measurable segments
|
||||
/// </param>
|
||||
public static float ApproximateLength(BezierPoint p1, BezierPoint p2, int resolution = 10)
|
||||
{
|
||||
float _res = resolution;
|
||||
float total = 0;
|
||||
Vector3 lastPosition = p1.position;
|
||||
Vector3 currentPosition;
|
||||
|
||||
for(int i = 0; i < resolution + 1; i++)
|
||||
{
|
||||
currentPosition = GetPoint(p1, p2, i / _res);
|
||||
total += (currentPosition - lastPosition).magnitude;
|
||||
lastPosition = currentPosition;
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region UtilityFunctions
|
||||
|
||||
private static int BinomialCoefficient(int i, int n){
|
||||
return Factoral(n)/(Factoral(i)*Factoral(n-i));
|
||||
}
|
||||
|
||||
private static int Factoral(int i){
|
||||
if(i == 0) return 1;
|
||||
|
||||
int total = 1;
|
||||
|
||||
while(i-1 >= 0){
|
||||
total *= i;
|
||||
i--;
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public Vector3 GetPointAtDistance(float distance)
|
||||
{
|
||||
if(close)
|
||||
{
|
||||
if(distance < 0) while(distance < 0) { distance += length; }
|
||||
else if(distance > length) while(distance > length) { distance -= length; }
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
if(distance <= 0) return points[0].position;
|
||||
else if(distance >= length) return points[points.Length - 1].position;
|
||||
}
|
||||
|
||||
float totalLength = 0;
|
||||
float curveLength = 0;
|
||||
|
||||
BezierPoint firstPoint = null;
|
||||
BezierPoint secondPoint = null;
|
||||
|
||||
for(int i = 0; i < points.Length - 1; i++)
|
||||
{
|
||||
curveLength = ApproximateLength(points[i], points[i + 1], resolution);
|
||||
if(totalLength + curveLength >= distance)
|
||||
{
|
||||
firstPoint = points[i];
|
||||
secondPoint = points[i+1];
|
||||
break;
|
||||
}
|
||||
else totalLength += curveLength;
|
||||
}
|
||||
|
||||
if(firstPoint == null)
|
||||
{
|
||||
firstPoint = points[points.Length - 1];
|
||||
secondPoint = points[0];
|
||||
curveLength = ApproximateLength(firstPoint, secondPoint, resolution);
|
||||
}
|
||||
|
||||
distance -= totalLength;
|
||||
return GetPoint(firstPoint, secondPoint, distance / curveLength);
|
||||
}
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4234cd2c43978e041bbe9323c195c4bd
|
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|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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Executable
+170
@@ -0,0 +1,170 @@
|
||||
#region UsingStatements
|
||||
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// - Helper class for storing and manipulating Bezier Point data
|
||||
/// - Ensures that handles are in correct relation to one another
|
||||
/// - Handles adding/removing self from curve point lists
|
||||
/// - Calls SetDirty() on curve when edited
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class BezierPoint : MonoBehaviour{
|
||||
|
||||
#region PublicEnumerations
|
||||
|
||||
/// <summary>
|
||||
/// - Enumeration describing the relationship between a point's handles
|
||||
/// - Connected : The point's handles are mirrored across the point
|
||||
/// - Broken : Each handle moves independently of the other
|
||||
/// - None : This point has no handles (both handles are located ON the point)
|
||||
/// </summary>
|
||||
public enum HandleStyle
|
||||
{
|
||||
Connected,
|
||||
Broken,
|
||||
None,
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region PublicProperties
|
||||
|
||||
/// <summary>
|
||||
/// - Curve this point belongs to
|
||||
/// - Changing this value will automatically remove this point from the current curve and add it to the new one
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private BezierCurve _curve;
|
||||
public BezierCurve curve
|
||||
{
|
||||
get{return _curve;}
|
||||
set
|
||||
{
|
||||
if(_curve) _curve.RemovePoint(this);
|
||||
_curve = value;
|
||||
_curve.AddPoint(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Value describing the relationship between this point's handles
|
||||
/// </summary>
|
||||
public HandleStyle handleStyle;
|
||||
|
||||
/// <summary>
|
||||
/// - Shortcut to transform.position
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// - The point's world position
|
||||
/// </value>
|
||||
public Vector3 position
|
||||
{
|
||||
get { return transform.position; }
|
||||
set { transform.position = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Shortcut to transform.localPosition
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// - The point's local position.
|
||||
/// </value>
|
||||
public Vector3 localPosition
|
||||
{
|
||||
get { return transform.localPosition; }
|
||||
set { transform.localPosition = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Local position of the first handle
|
||||
/// - Setting this value will cause the curve to become dirty
|
||||
/// - This handle effects the curve generated from this point and the point proceeding it in curve.points
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private Vector3 _handle1;
|
||||
public Vector3 handle1
|
||||
{
|
||||
get { return _handle1; }
|
||||
set
|
||||
{
|
||||
if(_handle1 == value) return;
|
||||
_handle1 = value;
|
||||
if(handleStyle == HandleStyle.None) handleStyle = HandleStyle.Broken;
|
||||
else if(handleStyle == HandleStyle.Connected) _handle2 = -value;
|
||||
_curve.SetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Global position of the first handle
|
||||
/// - Ultimately stored in the 'handle1' variable
|
||||
/// - Setting this value will cause the curve to become dirty
|
||||
/// - This handle effects the curve generated from this point and the point proceeding it in curve.points
|
||||
/// </summary>
|
||||
public Vector3 globalHandle1
|
||||
{
|
||||
get{return transform.TransformPoint(handle1);}
|
||||
set{handle1 = transform.InverseTransformPoint(value);}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Local position of the second handle
|
||||
/// - Setting this value will cause the curve to become dirty
|
||||
/// - This handle effects the curve generated from this point and the point coming after it in curve.points
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private Vector3 _handle2;
|
||||
public Vector3 handle2
|
||||
{
|
||||
get { return _handle2; }
|
||||
set
|
||||
{
|
||||
if(_handle2 == value) return;
|
||||
_handle2 = value;
|
||||
if(handleStyle == HandleStyle.None) handleStyle = HandleStyle.Broken;
|
||||
else if(handleStyle == HandleStyle.Connected) _handle1 = -value;
|
||||
_curve.SetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - Global position of the second handle
|
||||
/// - Ultimately stored in the 'handle2' variable
|
||||
/// - Setting this value will cause the curve to become dirty
|
||||
/// - This handle effects the curve generated from this point and the point coming after it in curve.points
|
||||
/// </summary>
|
||||
public Vector3 globalHandle2
|
||||
{
|
||||
get{return transform.TransformPoint(handle2);}
|
||||
set{handle2 = transform.InverseTransformPoint(value);}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region PrivateVariables
|
||||
|
||||
/// <summary>
|
||||
/// - Used to determine if this point has moved since the last frame
|
||||
/// </summary>
|
||||
private Vector3 lastPosition;
|
||||
|
||||
#endregion
|
||||
|
||||
#region MonoBehaviourFunctions
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(!_curve.dirty && transform.position != lastPosition)
|
||||
{
|
||||
_curve.SetDirty();
|
||||
lastPosition = transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
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fileFormatVersion: 2
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guid: 1dff893e341592e438963ea8cbceb377
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MonoImporter:
|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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Executable
+17
@@ -0,0 +1,17 @@
|
||||
Product : Bezier Curve Editor Package
|
||||
Studio : Arkham Interactive
|
||||
Date : September 9th, 2013
|
||||
Version : 1.0
|
||||
Email : support@arkhaminteractive.com
|
||||
|
||||
How to use:
|
||||
1) Add BezierCurve package to your Unity project
|
||||
2a) Add BezierCurve.cs script from Assets/BezierCurves/Scripts to any object
|
||||
2b) Alternatively, select GameObject/Create Other/Bezier Curve
|
||||
3) Use "Add Point" button to add bezier points to the curve
|
||||
4) Use "X" button to remove bezier points from the curve
|
||||
5) Use "/\" or "\/" to move points up or down in the curve order
|
||||
|
||||
- The BezierCurve class also contains static functions used for getting points on first, second, and third order bezier curves.
|
||||
- These functions take the positions of the anchor points as arguments.
|
||||
- Instances of the BezierCurve object use these same functions to calculate positions.
|
||||
Executable
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@@ -0,0 +1,6 @@
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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@@ -11,6 +11,10 @@ public class CameraFade : MonoBehaviour {
|
||||
|
||||
static Material blitMaterial;
|
||||
|
||||
public void SetFade(float alpha) {
|
||||
this.alpha = alpha;
|
||||
}
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
if (!blitMaterial) {
|
||||
@@ -20,8 +24,8 @@ public class CameraFade : MonoBehaviour {
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
int deviceIndex = 4;
|
||||
alpha = SteamVR_Controller.Input(deviceIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x;
|
||||
//int deviceIndex = 3;
|
||||
//alpha = SteamVR_Controller.Input(deviceIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x;
|
||||
}
|
||||
|
||||
void OnRenderImage(RenderTexture src, RenderTexture dest) {
|
||||
|
||||
Executable
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13700002: Circle_MeshPart1
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13700004: Circle_MeshPart2
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13700006: Circle_MeshPart3
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materials:
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|
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animationRotationError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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||||
clipAnimations: []
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||||
importAnimation: 1
|
||||
copyAvatar: 0
|
||||
humanDescription:
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
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@@ -3,26 +3,63 @@ using System.Collections;
|
||||
|
||||
public class LeftController : MonoBehaviour {
|
||||
|
||||
public bool AlwaysCenter = false;
|
||||
|
||||
|
||||
private Transform controllerRig;
|
||||
private SteamVR_TrackedController trackedController;
|
||||
|
||||
private GameObject mainCamera;
|
||||
private GameObject warehouseCamera;
|
||||
|
||||
private CameraFade cameraFade;
|
||||
private SteamVR_Camera mainSteamVRCamera;
|
||||
|
||||
private bool inWarehouse = false;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
var trackedController = GetComponent<SteamVR_TrackedController>();
|
||||
controllerRig = this.transform.parent;
|
||||
|
||||
trackedController = GetComponent<SteamVR_TrackedController>();
|
||||
trackedController.TriggerClicked += TriggerClicked;
|
||||
trackedController.Gripped += Gripped;
|
||||
}
|
||||
|
||||
mainCamera = GameObject.Find("Main Camera (origin)");
|
||||
warehouseCamera = GameObject.Find("Warehouse Camera (origin)");
|
||||
|
||||
cameraFade = mainCamera.GetComponentInChildren<CameraFade>();
|
||||
mainSteamVRCamera = mainCamera.GetComponentInChildren<SteamVR_Camera>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
float alpha = SteamVR_Controller.Input((int)trackedController.controllerIndex).GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger).x;
|
||||
if (alpha > 0.05) {
|
||||
cameraFade.SetFade(alpha);
|
||||
if (!inWarehouse) {
|
||||
controllerRig.SetParent(warehouseCamera.transform, false);
|
||||
if (AlwaysCenter) {
|
||||
warehouseCamera.transform.localPosition = new Vector3(-mainSteamVRCamera.head.localPosition.x, warehouseCamera.transform.localPosition.y, -mainSteamVRCamera.head.localPosition.z);
|
||||
}
|
||||
inWarehouse = true;
|
||||
}
|
||||
} else {
|
||||
cameraFade.SetFade(0.0f);
|
||||
if (inWarehouse) {
|
||||
controllerRig.SetParent(mainCamera.transform, false);
|
||||
inWarehouse = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TriggerClicked(object sender, ClickedEventArgs e) {
|
||||
SteamVR_Fade.Start(Color.black, 2);
|
||||
//var warehouseCamera = GameObject.FindWithTag("WarehouseCamera").GetComponent<SteamVR_Camera>();
|
||||
//warehouseCamera.enabled = true;
|
||||
Debug.Log("awd");
|
||||
}
|
||||
|
||||
void Gripped(object sender, ClickedEventArgs e) {
|
||||
var warehouseCamera = GameObject.FindWithTag("WarehouseCamera").GetComponent<SteamVR_Camera>();
|
||||
warehouseCamera.enabled = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Executable
BIN
Binary file not shown.
Executable
+8
@@ -0,0 +1,8 @@
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Binary file not shown.
Executable
+8
@@ -0,0 +1,8 @@
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@@ -422,6 +422,22 @@ public class SteamVR_Camera : MonoBehaviour
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SteamVR_Utils.QueueEventOnRenderThread(eventID);
|
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//}
|
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Graphics.SetRenderTarget(dest);
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SteamVR_Camera.blitMaterial.mainTexture = src;
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GL.PushMatrix();
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GL.LoadOrtho();
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SteamVR_Camera.blitMaterial.SetPass(0);
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GL.Begin(GL.QUADS);
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GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
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GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
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GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
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GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
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GL.End();
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GL.PopMatrix();
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Graphics.SetRenderTarget(null);
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} else {
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if (SteamVR_Render.eye == EVREye.Eye_Right) {
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Graphics.Blit(src, RightEyeRenderTexture);
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@@ -431,21 +447,7 @@ public class SteamVR_Camera : MonoBehaviour
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}
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}
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//Graphics.SetRenderTarget(dest);
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//SteamVR_Camera.blitMaterial.mainTexture = src;
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//GL.PushMatrix();
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//GL.LoadOrtho();
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//SteamVR_Camera.blitMaterial.SetPass(0);
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//GL.Begin(GL.QUADS);
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//GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
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//GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
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//GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
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//GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
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//GL.End();
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//GL.PopMatrix();
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//Graphics.SetRenderTarget(null);
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}
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#endregion
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Binary file not shown.
Executable
+87
@@ -0,0 +1,87 @@
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using UnityEngine;
|
||||
using System.Collections;
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using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
[ExecuteInEditMode]
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public class WarehouseRow : MonoBehaviour {
|
||||
public GameObject[] Prefabs;
|
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public bool ShowInEditor = false;
|
||||
|
||||
BezierCurve curve;
|
||||
|
||||
List<GameObject> furnitures;
|
||||
|
||||
float offset = 0;
|
||||
|
||||
// Use this for initialization
|
||||
void Start() {
|
||||
curve = GetComponent<BezierCurve>();
|
||||
furnitures = new List<GameObject>();
|
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|
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#if UNITY_EDITOR
|
||||
EditorApplication.playmodeStateChanged += StateChange;
|
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#endif
|
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spawnPrefabs();
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}
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public void OnEnable() {
|
||||
spawnPrefabs();
|
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}
|
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|
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void OnDisable() {
|
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foreach (var item in furnitures) {
|
||||
GameObject.DestroyImmediate(item);
|
||||
}
|
||||
furnitures.Clear();
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
||||
foreach (var item in furnitures) {
|
||||
GameObject.DestroyImmediate(item);
|
||||
}
|
||||
furnitures.Clear();
|
||||
}
|
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|
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void StateChange() {
|
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if (EditorApplication.isPlayingOrWillChangePlaymode && !EditorApplication.isPlaying) {
|
||||
OnDisable();
|
||||
}
|
||||
}
|
||||
|
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void OnValidate() {
|
||||
foreach (var item in furnitures) {
|
||||
GameObject.DestroyImmediate(item);
|
||||
}
|
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furnitures.Clear();
|
||||
spawnPrefabs();
|
||||
}
|
||||
|
||||
void spawnPrefabs() {
|
||||
if (furnitures.Count == 0) {
|
||||
for (int i = 0; i < Prefabs.Length; i++) {
|
||||
var prefab = Prefabs[i];
|
||||
|
||||
GameObject furniture = Instantiate(prefab);
|
||||
furniture.transform.SetParent(transform);
|
||||
furnitures.Add(furniture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
if (Application.isPlaying) {
|
||||
offset += Time.deltaTime;
|
||||
}
|
||||
|
||||
for (int i = 0; i < furnitures.Count; i++) {
|
||||
var furniture = furnitures[i];
|
||||
|
||||
var distance = (float)i / (furnitures.Count - 1) * curve.length + offset;
|
||||
distance = Mathf.Repeat(distance, curve.length);
|
||||
var pos = curve.GetPointAtDistance(distance);
|
||||
furniture.transform.position = pos;
|
||||
}
|
||||
}
|
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}
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Executable
+12
@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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Reference in New Issue
Block a user