public override ILoopingSpline CreateNewSpline()
        {
            GameObject     game   = new GameObject();
            ILoopingSpline spline = game.AddComponent <MeaninglessTestWrapper3.TestLinearCubicSpline3DDynamicJob>();

            return(spline);
        }
Exemplo n.º 2
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        public override ILoopingSpline CreateNewSpline()
        {
            GameObject     game   = new GameObject();
            ILoopingSpline spline = game.AddComponent <MeaninglessTestWrapper2.TestLinearCubic2DSpline2DSimple>();

            return(spline);
        }
Exemplo n.º 3
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 public override void CompareProgressNotEquals(ILoopingSpline spline, float progress, float3 expectedPoint) =>
 s_splineBase.CompareProgressNotEquals(spline as ISpline2D, progress, expectedPoint);
Exemplo n.º 4
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 public override float3 GetProgressLocal(ILoopingSpline spline, float progress) =>
 s_splineBase.GetProgressLocal(spline as ISpline2D, progress);
Exemplo n.º 5
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 public override void CompareProgressEquals(ILoopingSpline spline, float progress, float3 expectedPoint,
                                            float tolerance = 0.00001f) =>
 s_splineBase.CompareProgressEquals(spline as ISpline2D, progress, expectedPoint, tolerance);
Exemplo n.º 6
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 public override void UpdateControlPoint(ILoopingSpline spline, int index, float3 newPoint, SplinePoint pointType) =>
 s_splineBase.UpdateControlPoint(spline as ISpline2D, index, newPoint, pointType);
Exemplo n.º 7
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 public override float3 GetControlPoint(ILoopingSpline spline, int index, SplinePoint pointType) =>
 s_splineBase.GetControlPoint(spline as ISpline2D, index, pointType);
Exemplo n.º 8
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 public override void InsertControlPointLocalSpace(ILoopingSpline spline, int index, float3 point) =>
 s_splineBase.InsertControlPointWorldSpace(spline as ISpline2D, index, point);
Exemplo n.º 9
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 public override void AddControlPointLocalSpace(ILoopingSpline spline, float3 point) =>
 s_splineBase.AddControlPointLocalSpace(spline as ISpline2D, point);
Exemplo n.º 10
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 public override float3 GetProgressWorld(ILoopingSpline spline, float progress) =>
 s_splineBase.GetProgressWorld(spline as ISpline3DPlane, progress);