private void AddSplinePoint() { splinePointRenderers[splinePointRenderers.Count - 1].EnableRightControlPoint(); Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); spline.AddPoint(mousePosition); SplinePointRenderer splinePoint = Instantiate(splinePointRendererPrefab, mousePosition, Quaternion.identity); splinePoint.Parent = this; splinePoint.Index = splinePointRenderers.Count; splinePointRenderers.Add(splinePoint); splinePoint.RenderPoint( spline.AnchorPoints[spline.AnchorPoints.Count - 1], spline.ControlPoints[spline.ControlPoints.Count - 1]); splinePoint.ControlPointRight.IsEndPoint = true; RenderSpline(); }
private void Start() { splinePointParent = transform.parent.GetComponent <SplinePointRenderer>(); }