void Calculate() { if (selcount == 0) { return; } pos = new UnityEngine.Vector3[selcount]; up = new UnityEngine.Vector3[selcount]; tan = new UnityEngine.Vector3[selcount]; for (int i = 0; i < selcount; i++) { pos[i] = (UseWorldUnits) ? Spline.InterpolateByDistance(StartOffset + Step * i) : Spline.Interpolate(StartOffset + Step * i); up[i] = (UseWorldUnits) ? Spline.GetOrientationUpFast(Spline.DistanceToTF(StartOffset + Step * i)) : Spline.GetOrientationUpFast(StartOffset + Step * i); tan[i] = (UseWorldUnits) ? Spline.GetTangentByDistance(StartOffset + Step * i) : Spline.GetTangent(StartOffset + Step * i); } }