Ejemplo n.º 1
0
        /// <summary>
        /// Create a new single spline <see cref="SplinePath"/> with supplied <see cref="SplineMode"/> and speed.
        /// </summary>
        public SplinePath(ushort splineId, SplineMode mode, float speed)
        {
            Type  = SplineType.CatmullRom;
            Mode  = mode;
            Speed = speed;

            SplineTypeBase splineType = new SplineTypeCatmullRomTbl();

            ISplineMode splineMode = GlobalMovementManager.NewSplineMode(mode);

            if (splineMode == null)
            {
                throw new ArgumentOutOfRangeException();
            }

            spline = new Spline();
            spline.Initialise(splineId, splineType, splineMode);

            direction = splineMode.InitialDirection;
            point     = direction == SplineDirection.Forward ? splineType.BottomIndex : splineType.BottomReverseIndex;
            remaining = spline.GetNextLength(direction, point);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Create a new custom spline <see cref="SplinePath"/> with supplied <see cref="SplineType"/>, <see cref="SplineMode"/> and speed.
        /// </summary>
        public SplinePath(List <Vector3> nodes, SplineType type, SplineMode mode, float speed)
        {
            Type  = type;
            Mode  = mode;
            Speed = speed;

            SplineTypeBase splineType;

            switch (type)
            {
            case SplineType.Linear:
                splineType = new SplineTypeLinear();
                break;

            case SplineType.CatmullRom:
                splineType = new SplineTypeCatmullRom();
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            ISplineMode splineMode = GlobalMovementManager.NewSplineMode(mode);

            if (splineMode == null)
            {
                throw new ArgumentException();
            }

            spline = new Spline();
            spline.Initialise(nodes, splineType, splineMode);

            direction = splineMode.InitialDirection;
            point     = direction == SplineDirection.Forward ? splineType.BottomIndex : splineType.BottomReverseIndex;
            remaining = spline.GetNextLength(direction, point);
        }