/// <summary> /// Called to setup variables /// </summary> protected override void Awake() { base.Awake(); ValueSmoothWaypointUtils.InitilizeDirection(valueSmoothWaypoint, OnValueVectorClamp); ValueWaypointUtils.SetVecsToNode(valueSmoothWaypoint); ValueSmoothWaypointUtils.CalculateCurrentIndex(valueSmoothWaypoint, out m_ControlSection); }
/// <summary> /// Get the value by type to set the member variable value /// </summary> /// <returns>Value type after Value reference to Value Constraints calculation</returns> protected override Vector3 GetValue() { valueSmoothWaypoint.DoAction(Time.deltaTime); ValueSmoothWaypointUtils.CalculateCurrentIndex(valueSmoothWaypoint, out m_ControlSection); return(BezierCurveUtils.CubicBezier3( m_ControlSection.p0.position, m_ControlSection.q0.position, m_ControlSection.q1.position, m_ControlSection.p1.position, valueSmoothWaypoint.current)); }