public void AjouterNoeud(NoeudFleuve nf) { grapheNoeuds.Add(nf); nf.EstSelectionne(true); if (grapheNoeuds.Count == 2) { transform.position = Vector3.zero; for (int i = 0; i < grapheNoeuds.Count; i++) { Vector3 positionNoeud = grapheNoeuds[i].transform.position; positionNoeud.z = profondeur; spline.InsertPointAt(i, positionNoeud); spline.RemovePointAt(i + 1); } } else if (grapheNoeuds.Count > 2) { Vector3 positionNoeud = grapheNoeuds[grapheNoeuds.Count - 1].transform.position; positionNoeud.z = profondeur; spline.InsertPointAt(spline.GetPointCount(), positionNoeud); //print(spline.GetPointCount()); } }
void Reset() { m_SplineDetail = (int)QualityDetail.High; m_AdaptiveUV = true; m_Spline.InsertPointAt(0, Vector2.left + Vector2.down); m_Spline.InsertPointAt(1, Vector2.left + Vector2.up); m_Spline.InsertPointAt(2, Vector2.right + Vector2.up); m_Spline.InsertPointAt(3, Vector2.right + Vector2.down); m_ColliderDetail = (int)QualityDetail.Low; }
void Reset() { m_SplineDetail = (int)QualityDetail.High; m_AdaptiveUV = true; m_StretchUV = false; m_FillPixelPerUnit = 100f; m_Spline.InsertPointAt(0, Vector2.left + Vector2.down); m_Spline.InsertPointAt(1, Vector2.left + Vector2.up); m_Spline.InsertPointAt(2, Vector2.right + Vector2.up); m_Spline.InsertPointAt(3, Vector2.right + Vector2.down); m_ColliderDetail = (int)QualityDetail.High; }