//void OnSceneGUI() //{ //PathDeform pd = (PathDeform)target; //Display(pd); //} public override bool Inspector() { MegaWorldPathDeform mod = (MegaWorldPathDeform)target; #if !UNITY_5 && !UNITY_2017 && !UNITY_2018 && !UNITY_2019 && !UNITY_2020 EditorGUIUtility.LookLikeControls(); #endif mod.usedist = EditorGUILayout.Toggle("Use Distance", mod.usedist); if (mod.usedist) { mod.distance = EditorGUILayout.FloatField("Distance", mod.distance); } else { mod.percent = EditorGUILayout.FloatField("Percent", mod.percent); } mod.stretch = EditorGUILayout.FloatField("Stretch", mod.stretch); mod.twist = EditorGUILayout.FloatField("Twist", mod.twist); mod.rotate = EditorGUILayout.FloatField("Rotate", mod.rotate); mod.axis = (MegaAxis)EditorGUILayout.EnumPopup("Axis", mod.axis); mod.flip = EditorGUILayout.Toggle("Flip", mod.flip); mod.path = (MegaShape)EditorGUILayout.ObjectField("Path", mod.path, typeof(MegaShape), true); if (mod.path != null && mod.path.splines.Count > 1) { //shape.selcurve = EditorGUILayout.IntField("Curve", shape.selcurve); mod.curve = EditorGUILayout.IntSlider("Curve", mod.curve, 0, mod.path.splines.Count - 1); if (mod.curve < 0) { mod.curve = 0; } if (mod.curve > mod.path.splines.Count - 1) { mod.curve = mod.path.splines.Count - 1; } } mod.animate = EditorGUILayout.Toggle("Animate", mod.animate); mod.speed = EditorGUILayout.FloatField("Speed", mod.speed); mod.loopmode = (MegaLoopMode)EditorGUILayout.EnumPopup("Loop Mode", mod.loopmode); mod.tangent = EditorGUILayout.FloatField("Tangent", mod.tangent); mod.UseTwistCurve = EditorGUILayout.Toggle("Use Twist Curve", mod.UseTwistCurve); mod.twistCurve = EditorGUILayout.CurveField("Twist Curve", mod.twistCurve); mod.UseStretchCurve = EditorGUILayout.Toggle("Use Stretch Curve", mod.UseStretchCurve); mod.stretchCurve = EditorGUILayout.CurveField("Stretch Curve", mod.stretchCurve); mod.Up = EditorGUILayout.Vector3Field("Up", mod.Up); return(false); }
//添加到箭头组成尾部 --CardGame public void moveToTail(MegaWorldPathDeform mwpd) { if (m_kMWPD_List.Contains(mwpd)) { float val = m_kMWPD_List[m_kMWPD_List.Count - 1]. GetComponent <AnimUnit>().getAccumOffset() + m_fOffsetValueStep; mwpd.GetComponent <AnimUnit>().setAccumOffset(val); m_kMWPD_List.Remove(mwpd); m_kMWPD_List.Add(mwpd); } }
private float m_fHigh = 1.0f; //画线高度定值 --CardGame void Start() { m_kMWPD = GetComponent <MegaWorldPathDeform> (); m_fAccumAnimOffset = m_kMWPD.Offset.z; //Debug.Log ("offset val is " + m_kAccumAnimOffset + " when init"); // this.gameObject.renderer.material = // new Material(Shader.Find("Custom/CardSeriesShader")); // this.gameObject.renderer.material.mainTexture=(Texture)Resources.Load("Texture/arrow"); //Color color = new Color(141* m_fRGB, m_fRGB, m_fRGB); //this.gameObject.renderer.material.SetColor("_BlendColor",color); this.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0); }
// Use this for initialization void Start() { meshF.mesh = mesh; shape = transform.GetComponent <MegaShape> (); flowWaypoints = GetComponentInParent <FlowInstance> ().waypoints; for (int i = 0; i < flowWaypoints.Length - 1; i++) { shape.SetKnotPos(0, i, flowWaypoints [i].localPosition); } shape.AutoCurve(); float stretchValue = shape.CalcLength() / 10f; MegaWorldPathDeform deform = GetComponentInChildren <MegaWorldPathDeform> (); deform.stretch = stretchValue; }
//void OnSceneGUI() //{ //PathDeform pd = (PathDeform)target; //Display(pd); //} public override bool Inspector() { MegaWorldPathDeform mod = (MegaWorldPathDeform)target; //EditorGUIUtility.LookLikeControls(); mod.percent = EditorGUILayout.FloatField("Percent", mod.percent); mod.stretch = EditorGUILayout.FloatField("Stretch", mod.stretch); mod.twist = EditorGUILayout.FloatField("Twist", mod.twist); mod.rotate = EditorGUILayout.FloatField("Rotate", mod.rotate); mod.axis = (MegaAxis)EditorGUILayout.EnumPopup("Axis", mod.axis); mod.flip = EditorGUILayout.Toggle("Flip", mod.flip); mod.path = (MegaShape)EditorGUILayout.ObjectField("Path", mod.path, typeof(MegaShape), true); mod.animate = EditorGUILayout.Toggle("Animate", mod.animate); mod.speed = EditorGUILayout.FloatField("Speed", mod.speed); mod.tangent = EditorGUILayout.FloatField("Tangent", mod.tangent); mod.UseTwistCurve = EditorGUILayout.Toggle("Use Twist Curve", mod.UseTwistCurve); mod.twistCurve = EditorGUILayout.CurveField("Twist Curve", mod.twistCurve); mod.UseStretchCurve = EditorGUILayout.Toggle("Use Stretch Curve", mod.UseStretchCurve); mod.stretchCurve = EditorGUILayout.CurveField("Stretch Curve", mod.stretchCurve); return(false); }