Squid, dildos and bezier curves
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Executable
+87
@@ -0,0 +1,87 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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[ExecuteInEditMode]
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public class WarehouseRow : MonoBehaviour {
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public GameObject[] Prefabs;
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public bool ShowInEditor = false;
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BezierCurve curve;
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List<GameObject> furnitures;
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float offset = 0;
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// Use this for initialization
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void Start() {
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curve = GetComponent<BezierCurve>();
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furnitures = new List<GameObject>();
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#if UNITY_EDITOR
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EditorApplication.playmodeStateChanged += StateChange;
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#endif
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spawnPrefabs();
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}
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public void OnEnable() {
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spawnPrefabs();
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}
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void OnDisable() {
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foreach (var item in furnitures) {
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GameObject.DestroyImmediate(item);
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}
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furnitures.Clear();
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}
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void OnDestroy() {
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foreach (var item in furnitures) {
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GameObject.DestroyImmediate(item);
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}
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furnitures.Clear();
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}
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void StateChange() {
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if (EditorApplication.isPlayingOrWillChangePlaymode && !EditorApplication.isPlaying) {
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OnDisable();
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}
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}
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void OnValidate() {
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foreach (var item in furnitures) {
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GameObject.DestroyImmediate(item);
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}
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furnitures.Clear();
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spawnPrefabs();
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}
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void spawnPrefabs() {
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if (furnitures.Count == 0) {
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for (int i = 0; i < Prefabs.Length; i++) {
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var prefab = Prefabs[i];
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GameObject furniture = Instantiate(prefab);
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furniture.transform.SetParent(transform);
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furnitures.Add(furniture);
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}
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}
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}
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// Update is called once per frame
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void Update() {
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if (Application.isPlaying) {
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offset += Time.deltaTime;
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}
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for (int i = 0; i < furnitures.Count; i++) {
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var furniture = furnitures[i];
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var distance = (float)i / (furnitures.Count - 1) * curve.length + offset;
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distance = Mathf.Repeat(distance, curve.length);
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var pos = curve.GetPointAtDistance(distance);
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furniture.transform.position = pos;
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}
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}
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}
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