Exemplo n.º 1
0
        //differ between path selection
        void StartPath()
        {
            switch (pathType)
            {
            case PathType.standard:
                pathMan           = path.AddComponent <PathManager>();
                pathMan.waypoints = new Transform[0];
                break;

            case PathType.bezier:
                pathMan = path.AddComponent <BezierPathManager>();
                BezierPathManager thisPath = pathMan as BezierPathManager;
                thisPath.showHandles = true;
                thisPath.bPoints     = new List <BezierPoint>();
                break;
            }
        }
Exemplo n.º 2
0
        //called whenever this inspector window is loaded
        public void OnEnable()
        {
            //we create a reference to our script object by passing in the target
            script = (BezierPathManager)target;
            if (script.bPoints.Count == 0)
            {
                return;
            }

            //reposition handles of the first and last point to the waypoint
            //they only have one control point so we set the other one to zero
            BezierPoint first = script.bPoints[0];

            first.cp[0].position = first.wp.position;
            BezierPoint last = script.bPoints[script.bPoints.Count - 1];

            last.cp[1].position = last.wp.position;

            //recalculate path points
            script.CalculatePath();
        }
Exemplo n.º 3
0
        //bezier path placement
        void PlaceBezierPoint(Vector3 placePos)
        {
            //create new bezier point property class
            BezierPoint newPoint = new BezierPoint();

            //instantiate waypoint gameobject
            Transform wayp = new GameObject("Waypoint").transform;

            //assign waypoint to the class
            newPoint.wp = wayp;

            //same as above
            if (wpList.Count == 0)
            {
                pathMan.transform.position = placePos;
            }

            //position current waypoint at clicked position in scene view
            if (mode2D)
            {
                placePos.z = 0f;
            }
            wayp.position           = placePos;
            wayp.transform.rotation = Quaternion.Euler(-90, 0, 0);
            //parent it to the defined path
            wayp.parent = pathMan.transform;

            BezierPathManager thisPath = pathMan as BezierPathManager;
            //create new array with bezier point handle positions
            Transform left  = new GameObject("Left").transform;
            Transform right = new GameObject("Right").transform;

            left.parent = right.parent = wayp;

            //initialize positions and last waypoint
            Vector3 handleOffset = new Vector3(2, 0, 0);
            Vector3 targetDir    = Vector3.zero;
            int     lastIndex    = wpList.Count - 1;

            //position handles to the left/right of the waypoint respectively
            left.position  = wayp.position + wayp.rotation * handleOffset;
            right.position = wayp.position + wayp.rotation * -handleOffset;
            newPoint.cp    = new[] { left, right };

            //position first handle in direction of the second waypoint
            if (wpList.Count == 1)
            {
                targetDir = (wayp.position - wpList[0].transform.position).normalized;
                thisPath.bPoints[0].cp[1].localPosition = targetDir * 2;
            }
            //always position last handle to look at the previous waypoint
            else if (wpList.Count >= 1)
            {
                targetDir = (wpList[lastIndex].transform.position - wayp.position);
                wayp.transform.rotation = Quaternion.LookRotation(targetDir) * Quaternion.Euler(0, -90, 0);
            }

            //position handle direction to the center of both last and next waypoints
            //takes into account 2D mode
            if (wpList.Count >= 2)
            {
                //get last point and center direction
                BezierPoint lastPoint = thisPath.bPoints[lastIndex];
                targetDir = (wayp.position - wpList[lastIndex].transform.position) +
                            (wpList[lastIndex - 1].transform.position - wpList[lastIndex].transform.position);

                //rotate to the center 2D/3D
                Quaternion lookRot = Quaternion.LookRotation(targetDir);
                if (mode2D)
                {
                    float angle = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg + 90;
                    lookRot = Quaternion.AngleAxis(angle, Vector3.forward);
                }
                lastPoint.wp.rotation = lookRot;

                //cache handle and get previous of last waypoint
                Vector3 leftPos    = lastPoint.cp[0].position;
                Vector3 preLastPos = wpList[lastIndex - 1].transform.position;

                //calculate whether right or left handle distance is greater to last waypoint
                //left handle should point to the last waypoint, so reposition if necessary
                if (Vector3.Distance(leftPos, preLastPos) > Vector3.Distance(lastPoint.cp[1].position, preLastPos))
                {
                    lastPoint.cp[0].position = lastPoint.cp[1].position;
                    lastPoint.cp[1].position = leftPos;
                }
            }

            //add waypoint to the list of waypoints
            thisPath.bPoints.Add(newPoint);
            thisPath.segmentDetail.Add(thisPath.pathDetail);
            //add waypoint to temporary list
            wpList.Add(wayp.gameObject);
            //rename waypoint to match the list count
            wayp.name = "Waypoint " + (wpList.Count - 1);
            //recalculate bezier path
            thisPath.CalculatePath();
        }