/// <summary> /// Returns a position on the spline at the given percentage. /// </summary> public Vector3 GetPosition(float percentage, bool normalized = true) { if (normalized) { percentage = Reparam(percentage); } //evaluate curve: CurveDetail curveDetail = GetCurve(percentage); //avoid an error in editor usage where this index can be -1: if (curveDetail.currentCurve < 0) { return(Vector3.zero); } SplineAnchor startAnchor = Anchors[curveDetail.currentCurve]; SplineAnchor endAnchor = Anchors[curveDetail.currentCurve + 1]; return(BezierCurves.GetPoint(startAnchor.Anchor.position, endAnchor.Anchor.position, startAnchor.OutTangent.position, endAnchor.InTangent.position, curveDetail.currentCurvePercentage, true, 100)); }
/// <summary> /// Makes a spline longer. /// </summary> public GameObject[] AddAnchors(int count) { //refs: GameObject anchorTemplate = Resources.Load("Anchor") as GameObject; //create return array: GameObject[] returnObjects = new GameObject[count]; for (int i = 0; i < count; i++) { //previous anchor refs: Transform previousPreviousAnchor = null; Transform previousAnchor = null; if (Anchors.Length == 1) { previousPreviousAnchor = transform; previousAnchor = Anchors[0].transform; } else if (Anchors.Length > 1) { previousPreviousAnchor = Anchors[Anchors.Length - 2].transform; previousAnchor = Anchors[Anchors.Length - 1].transform; } //create a new anchor: GameObject newAnchor = Instantiate <GameObject>(anchorTemplate); newAnchor.name = newAnchor.name.Replace("(Clone)", ""); SplineAnchor anchor = newAnchor.GetComponent <SplineAnchor>(); anchor.tangentMode = defaultTangentMode; newAnchor.transform.parent = transform; newAnchor.transform.rotation = Quaternion.LookRotation(transform.forward); //tilt tangents for variety as we add new anchors: //anchor.Tilt (new Vector3 (0, 0, 0)); anchor.InTangent.Translate(Vector3.up * .5f); anchor.OutTangent.Translate(Vector3.up * -.5f); //position new anchor: if (previousPreviousAnchor != null && previousAnchor != null) { //determine direction for next placement: Vector3 direction = (previousAnchor.position - previousPreviousAnchor.position).normalized; if (direction == Vector3.zero) { direction = transform.forward; } //place from the previous anchor in the correct direction: newAnchor.transform.position = previousAnchor.transform.position + (direction * 1.5f); } else { newAnchor.transform.localPosition = Vector3.zero; } //catalog this new anchor for return: returnObjects[i] = newAnchor; } return(returnObjects); }