public SplineNode(SplineNode o)
		{
			this.point = o.point;
			this.rot = o.rot;
			this.normal = o.normal;
			this.tangent = o.tangent;
			this.time = o.time;
		}
Beispiel #2
0
 public void AddPoint(Vector3 pos, float timeInSeconds)
 {
     SplineNode[] nodeArray = new SplineNode[this.nodes.Length + 1];
     for (int i = 0; i < this.nodes.Length; i++)
     {
         nodeArray[i] = this.nodes[i];
     }
     this.nodes = nodeArray;
     SplineNode node = new SplineNode(pos, timeInSeconds);
     this.nodes[this.nodes.Length - 1] = node;
 }
 public SplineNode(SplineNode o)
 {
     this.point = Vector3.zero;
     this.rot = Quaternion.identity;
     this.normal = Vector3.zero;
     this.tangent = Vector3.zero;
     this.point = o.point;
     this.rot = o.rot;
     this.normal = o.normal;
     this.tangent = o.tangent;
     this.time = o.time;
 }
		public void SetNodeCount(int c)
		{
			if (c < this.nodes.Length)
			{
				SplineNode[] array = new SplineNode[c];
				for (int i = 0; i < c; i++)
				{
					array[i] = this.nodes[i];
				}
				for (int j = c; j < this.nodes.Length; j++)
				{
				}
				this.nodes = array;
			}
		}
		public void RemoveNode(int c)
		{
			if (c < 0 || c >= this.nodes.Length)
			{
				return;
			}
			SplineNode[] array = new SplineNode[this.nodes.Length - 1];
			int num = 0;
			for (int i = 0; i < this.nodes.Length; i++)
			{
				if (i != c)
				{
					array[num] = this.nodes[i];
					num++;
				}
			}
			this.nodes = array;
		}
Beispiel #6
0
 public void RemoveNode(int c)
 {
     if ((c >= 0) && (c < this.nodes.Length))
     {
         SplineNode[] nodeArray = new SplineNode[this.nodes.Length - 1];
         int index = 0;
         for (int i = 0; i < this.nodes.Length; i++)
         {
             if (i != c)
             {
                 nodeArray[index] = this.nodes[i];
                 index++;
             }
         }
         this.nodes = nodeArray;
     }
 }