public void StartNextPart(WaypointsMover mover, int fromInd, int toInd, bool isForwardDirection) { Vector3 toPosition = CapturePosition(mover, toInd); if (IsCurved) { Vector3 handle1 = isForwardDirection ? GetHandle1(mover, fromInd) : GetHandle2(mover, fromInd); Vector3 handle2 = isForwardDirection ? GetHandle2(mover, toInd) : GetHandle1(mover, toInd); _moversParts[mover] = BezierApproximation.GetLines(_capturedPositions[mover][fromInd], handle1, toPosition, handle2, LinesCount); } else { _moversParts[mover] = new List <Vector3> { _capturedPositions[mover][fromInd], toPosition }; } ClearDestroyedMovers(); }
public List <Vector3> GetPoints() { List <Vector3> points = new List <Vector3>(); if (IsCurved) { for (int ind = 0; ind < Waypoints.Count; ind++) { if (!IsClosed && ind == Waypoints.Count - 1) { continue; } int nextInd = (ind + 1) % Waypoints.Count; List <Vector3> lines = BezierApproximation.GetLines( Waypoints[ind].position, GetHandle1(ind), Waypoints[nextInd].position, GetHandle2(nextInd), LinesCount); if (points.Any()) { points.RemoveAt(points.Count - 1); } points.AddRange(lines); } } else { points.AddRange(Waypoints.Select(_ => _.position)); if (IsClosed) { points.Add(Waypoints[0].position); } } return(points); }