Exemplo n.º 1
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        public static Vector3 MoveOnPath(Spline.Path pts, Vector3 currentPosition, ref float pathPosition, ref Quaternion rotation, float maxSpeed, float smoothnessFactor, EasingType ease, bool easeIn, bool easeOut)
        {
            Vector3 vector = Spline.MoveOnPath(pts, currentPosition, ref pathPosition, maxSpeed, smoothnessFactor, ease, easeIn, easeOut);

            rotation = ((!vector.Equals(currentPosition)) ? Quaternion.LookRotation(vector - currentPosition) : Quaternion.identity);
            return(vector);
        }
Exemplo n.º 2
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 public static Vector3 MoveOnPath(Spline.Path pts, Vector3 currentPosition, ref float pathPosition, ref Quaternion rotation, float maxSpeed, float smoothnessFactor, EasingType ease, bool easeIn)
 {
     return(Spline.MoveOnPath(pts, currentPosition, ref pathPosition, ref rotation, maxSpeed, smoothnessFactor, ease, easeIn, true));
 }
Exemplo n.º 3
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 public static Vector3 MoveOnPath(Spline.Path pts, Vector3 currentPosition, ref float pathPosition, float maxSpeed, float smoothnessFactor)
 {
     return(Spline.MoveOnPath(pts, currentPosition, ref pathPosition, maxSpeed, smoothnessFactor, EasingType.Linear));
 }
Exemplo n.º 4
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 public static Vector3 MoveOnPath(Spline.Path pts, Vector3 currentPosition, ref float pathPosition, ref Quaternion rotation, float maxSpeed)
 {
     return(Spline.MoveOnPath(pts, currentPosition, ref pathPosition, ref rotation, maxSpeed, 100f));
 }
Exemplo n.º 5
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 public static Vector3 MoveOnPath(Spline.Path pts, Vector3 currentPosition, ref float pathPosition)
 {
     return(Spline.MoveOnPath(pts, currentPosition, ref pathPosition, 1f));
 }