Update() private méthode

private Update ( ) : void
Résultat void
    protected virtual void ConstructCurve(SplineInterpolator interp, SplineNode[] nInfo)
    {
        if (Speed <= 0 && nInfo.Length < 3) return;
        float totalLength = 0;
        float[] curveLengths = new float[nInfo.Length];
        float[] nodeArrivalTimes = new float[nInfo.Length];
        float currTime = 0;
        uint c = 1;
        bool pathEnded = false;

        //Cache the tag so we can reset it after we have calculated how fast the object should move.
        string actualTag = gameObject.tag;

        //Preserve the original position so that the object doesn't get deleted due to the simulation.
        Vector3 originalPosition = gameObject.transform.position;

        gameObject.tag = "Simulation";
        //Swap splines just in case we use mSplineInterp elsewhere.
        interp.StartInterpolation(

        //On Path End.
        () => {
            //Debug.Log("On Path Ended");
            pathEnded = true;

        },
        //On Node Arrival.
        (int idxArrival, SplineNode nodeArrival) => {
            curveLengths[c] = mTotalSegmentSpeed;
            //Debug.Log("SplineController: mTotalSegmentSpeed is " + mTotalSegmentSpeed + "from node " + nInfo[idxArrival - 1].Point + " to " + nodeArrival.Point);
            totalLength += mTotalSegmentSpeed;
            mTotalSegmentSpeed = 0;
            ++c;
        },
        //On Node Callback
        (int idxLeavingSpline, SplineNode OnNodeArrivalCallback) => {
            //Debug.Log("On Node callback: " + idxLeavingSpline);

        }, false, eWrapMode.ONCE);

        //Starts the Simulation.
        float deltaTime = 0.00005f;
        float currentTime = 0f;
        while (!pathEnded) {
            interp.Update(currentTime);
            mTotalSegmentSpeed += mSplineInterp.DistanceTraveled;
            currentTime += deltaTime;
        }
        //Debug.Log("SplineController: totalLength is " + totalLength);
        interp.Clear();

        gameObject.transform.position = originalPosition;
        //From that, evaluate how much distance between each node makes up the curve and scale that time to be the break time.
        float totalTime = GetDuration(nInfo);
        //Debug.Log("SplineController: totalTime is " + totalTime);

        float averageSpeed = totalLength / totalTime;

        float timeToEnd = 0;
        float speedMultiplier = 0;
        for (int i = 0; i < curveLengths.Length; i++)
        {
            float hermiteLengthToEvaluate = curveLengths[i];
            //Debug.Log("SplineController: hermiteLengthToEvaluate is " + hermiteLengthToEvaluate + " and the node is " + nInfo[i].Name);
            if (hermiteLengthToEvaluate > 0) {
                speedMultiplier = (hermiteLengthToEvaluate / totalLength) * (1 / Speed);
                timeToEnd = totalTime * speedMultiplier;
                //Debug.Log("SplineController: timeToEnd is " + timeToEnd);
            }

            interp.AddPoint(nInfo[i].Name, nInfo[i].Point,
                            nInfo[i].Rot,
                            timeToEnd + currTime, 0,
                            new Vector2(0, 1));
            currTime += timeToEnd;
        }
        gameObject.tag = actualTag;
    }