예제 #1
0
        public static void CreateBranch(Spline spline, int connectionPointIndex, bool isInbound)
        {
            Spline branch = SplineEditor.CreateSpline(
                spline.transform.position,
                spline.GetThickness(connectionPointIndex),
                spline.GetTwist(connectionPointIndex),
                spline.GetControlPointMode(connectionPointIndex),
                "Battlehub.Spline.CreateBranch");

            branch.name = "Branch";
            RecordHierarchy(spline, "Battlehub.Spline.CreateBranch");

            spline.SetBranch(branch, connectionPointIndex, isInbound);
            if (isInbound)
            {
                branch.AlignWithNextSpline();
                Selection.activeGameObject = branch.GetSplineControlPoints().First().gameObject;
            }
            else
            {
                branch.AlignWithPrevSpline();
                Selection.activeGameObject = branch.GetSplineControlPoints().Last().gameObject;
            }

            EditorUtility.SetDirty(spline);
        }
예제 #2
0
        public static void Create()
        {
            Camera    sceneCam  = SceneView.lastActiveSceneView.camera;
            Thickness thickness = new Thickness(Vector3.one, 0, 1);
            Twist     twist     = new Twist(0, 0, 1);

            Selection.activeGameObject = SplineEditor.CreateSpline(sceneCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 5f)), thickness, twist).gameObject;
        }