public ComputeBeziersInnerPointEvent(int iD, BeziersControlPoints beziersControlPoints, float meshScale, float pointNumberPerUnitDistance) { ID = iD; BeziersControlPoints = beziersControlPoints; MeshScale = new Vector3(meshScale, meshScale, meshScale); PointNumberPerUnitDistance = pointNumberPerUnitDistance; }
public BeziersMovementPositionState(BeziersControlPoints beziersControlPoints, float Speed) { BeziersControlPoints = beziersControlPoints; this.Speed = Speed; CurrentTime = 0f; this.CurrentPosition = this.BeziersControlPoints.ResolvePoint(this.CurrentTime); this.MovementEnded = false; }
private void RePositionLine(Vector3 worldSpaceStartPoint, Vector3 worldSpaceEndPoint, Vector3 normal) { BeziersControlPointsShape BeziersControlPointsShape = BeziersControlPointsShape.CURVED; if (this.dottedLineInherentData.DottedLineType == DottedLineType.STRAIGHT) { BeziersControlPointsShape = BeziersControlPointsShape.STRAIGHT; } this.BeziersControlPoints = BeziersControlPoints.Build(worldSpaceStartPoint, worldSpaceEndPoint, Vector3.up, BeziersControlPointsShape); this.DottedLineRendererManager.OnComputeBeziersInnerPointEvent(this); }