//@ Build New Curve public bool BuildupCurveCurrent(E_TYPE_SPLINE eTypeCurve, float fDivisionWeight) { _Clear_LineDraw_Pnts(); bool bResultBuild = _splineGenerator_active.BuildupCurve_spline(eTypeCurve, fDivisionWeight); if (true == bResultBuild) { Vector3[] arrv3LineCurve = _splineGenerator_active.getSectionSpline(); newAssignLineguide__(m_iCurveActivate, arrv3LineCurve); } return(bResultBuild); }
public void _Draw_LineCurvePnts(CSplineGenerator processSpline_) { if (null == processSpline_ || false == processSpline_.IsBuildedCurve() || null == m_arrColorLineDraw) { return; } Vector3[] arrPntCurveLine = processSpline_.getSectionSpline(); Vector3 v3PntCurve; Quaternion qtRot = new Quaternion(); qtRot.eulerAngles = Vector3.forward; Color colorLayerCurveLine = m_arrColorLineDraw[processSpline_.getSeqProcessorSpline() % 9]; for (int iSeqPnt = 0; iSeqPnt < arrPntCurveLine.Length; ++iSeqPnt) { v3PntCurve = arrPntCurveLine[iSeqPnt]; CCurvePathLineDraw flylineDraw = (CCurvePathLineDraw)GameObject.Instantiate(processCycle.GetInstance.m_curvePathLineDraw_src, v3PntCurve, qtRot); flylineDraw.SetDiffuseColor(colorLayerCurveLine); m_listLineDraw.Add(flylineDraw); } }