コード例 #1
0
    //@ 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);
    }
コード例 #2
0
    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);
        }
    }