Пример #1
0
        //EXPERIMENTAL
        //called on every tween update for lerping rotation between waypoints
        private void OnWaypointRotation()
        {
            int lookPoint = currentPoint;

            lookPoint = Mathf.Clamp(pathContainer.GetWaypointIndex(currentPoint), 0, pathContainer.GetWaypointCount());

            if (!tween.IsInitialized() || tween.IsComplete())
            {
                ApplyWaypointRotation(pathContainer.GetWaypoint(lookPoint).rotation);
                return;
            }

            TweenerCore <Vector3, Path, PathOptions> tweenPath = tween as TweenerCore <Vector3, Path, PathOptions>;
            float currentDist = tweenPath.PathLength() * tweenPath.ElapsedPercentage();
            float pathLength  = 0f;
            float currentPerc = 0f;
            int   targetPoint = currentPoint;

            if (moveToPath)
            {
                pathLength  = tweenPath.changeValue.wpLengths[1];
                currentPerc = currentDist / pathLength;
                ApplyWaypointRotation(Quaternion.Lerp(originRot, pathContainer.GetWaypoint(currentPoint).rotation, currentPerc));
                return;
            }

            if (pathContainer is BezierPathManager)
            {
                BezierPathManager bPath = pathContainer as BezierPathManager;
                int curPoint            = currentPoint;

                if (reverse)
                {
                    targetPoint = bPath.GetWaypointCount() - 2 - (waypoints.Length - currentPoint - 1);
                    curPoint    = (bPath.bPoints.Count - 2) - targetPoint;
                }

                int prevPoints = (int)(curPoint * bPath.pathDetail * 10);

                if (bPath.customDetail)
                {
                    prevPoints = 0;
                    for (int i = 0; i < targetPoint; i++)
                    {
                        prevPoints += (int)(bPath.segmentDetail[i] * 10);
                    }
                }

                if (reverse)
                {
                    for (int i = 0; i <= curPoint * 10; i++)
                    {
                        currentDist -= tweenPath.changeValue.wpLengths[i];
                    }
                }
                else
                {
                    for (int i = 0; i <= prevPoints; i++)
                    {
                        currentDist -= tweenPath.changeValue.wpLengths[i];
                    }
                }

                if (bPath.customDetail)
                {
                    for (int i = prevPoints + 1; i <= prevPoints + bPath.segmentDetail[currentPoint] * 10; i++)
                    {
                        pathLength += tweenPath.changeValue.wpLengths[i];
                    }
                }
                else
                {
                    for (int i = prevPoints + 1; i <= prevPoints + 10; i++)
                    {
                        pathLength += tweenPath.changeValue.wpLengths[i];
                    }
                }
            }
            else
            {
                if (reverse)
                {
                    targetPoint = waypoints.Length - currentPoint - 1;
                }

                for (int i = 0; i <= targetPoint; i++)
                {
                    currentDist -= tweenPath.changeValue.wpLengths[i];
                }

                pathLength = tweenPath.changeValue.wpLengths[targetPoint + 1];
            }

            currentPerc = currentDist / pathLength;
            if (pathContainer is BezierPathManager)
            {
                lookPoint = targetPoint;
                if (reverse)
                {
                    lookPoint++;
                }
            }

            currentPerc = Mathf.Clamp01(currentPerc);
            ApplyWaypointRotation(Quaternion.Lerp(pathContainer.GetWaypoint(lookPoint).rotation, pathContainer.GetWaypoint(reverse ? lookPoint - 1 : lookPoint + 1).rotation, currentPerc));
        }
Пример #2
0
        //EXPERIMENTAL
        //called on every tween update for lerping rotation between waypoints
        private void OnWaypointRotation()
        {
            int lookPoint = currentPoint;

            lookPoint = Mathf.Clamp(pathContainer.GetWaypointIndex(currentPoint), 0, pathContainer.GetWaypointCount());

            if (!tween.IsInitialized() || tween.IsComplete())
            {
                ApplyWaypointRotation(pathContainer.GetWaypoint(lookPoint).rotation);
                return;
            }

            TweenerCore <Vector3, Path, PathOptions> tweenPath = tween as TweenerCore <Vector3, Path, PathOptions>;
            float currentDist = tweenPath.PathLength() * tweenPath.ElapsedPercentage();
            float pathLength  = 0f;
            float currentPerc = 0f;
            int   targetPoint = currentPoint;

            if (moveToPath)
            {
                pathLength  = tweenPath.changeValue.wpLengths[1];
                currentPerc = currentDist / pathLength;
                ApplyWaypointRotation(Quaternion.Lerp(originRot, pathContainer.GetWaypoint(currentPoint).rotation, currentPerc));
                return;
            }

            if (pathContainer is BezierPathManager)
            {
                BezierPathManager bPath = pathContainer as BezierPathManager;
                int curPoint            = currentPoint;

                if (reverse)
                {
                    targetPoint = bPath.GetWaypointCount() - 2 - (waypoints.Length - currentPoint - 1);
                    curPoint    = (bPath.bPoints.Count - 2) - targetPoint;
                }

                int prevPoints = (int)(curPoint * bPath.pathDetail * 10);

                if (bPath.customDetail)
                {
                    prevPoints = 0;
                    for (int i = 0; i < targetPoint; i++)
                    {
                        prevPoints += (int)(bPath.segmentDetail[i] * 10);
                    }
                }

                if (reverse)
                {
                    for (int i = 0; i <= curPoint * 10; i++)
                    {
                        currentDist -= tweenPath.changeValue.wpLengths[i];
                    }
                }
                else
                {
                    for (int i = 0; i <= prevPoints; i++)
                    {
                        currentDist -= tweenPath.changeValue.wpLengths[i];
                    }
                }

                if (bPath.customDetail)
                {
                    for (int i = prevPoints + 1; i <= prevPoints + bPath.segmentDetail[currentPoint] * 10; i++)
                    {
                        pathLength += tweenPath.changeValue.wpLengths[i];
                    }
                }
                else
                {
                    for (int i = prevPoints + 1; i <= prevPoints + 10; i++)
                    {
                        pathLength += tweenPath.changeValue.wpLengths[i];
                    }
                }
            }
            else
            {
                if (reverse)
                {
                    targetPoint = waypoints.Length - currentPoint - 1;
                }

                for (int i = 0; i <= targetPoint; i++)
                {
                    currentDist -= tweenPath.changeValue.wpLengths[i];
                }

                pathLength = tweenPath.changeValue.wpLengths[targetPoint + 1];
            }

            currentPerc = currentDist / pathLength;
            if (pathContainer is BezierPathManager)
            {
                lookPoint = targetPoint;
                if (reverse)
                {
                    lookPoint++;
                }
            }

            currentPerc = Mathf.Clamp01(currentPerc);
            //ApplyWaypointRotation(Quaternion.Lerp(pathContainer.GetWaypoint(lookPoint).rotation, pathContainer.GetWaypoint(reverse ? lookPoint - 1 : lookPoint + 1).rotation, currentPerc));

            Vector3 nextPos = tween.PathGetPoint(tweenPath.ElapsedPercentage() + 0.01f);

            if (local)
            {
                nextPos = pathContainer.transform.TransformPoint(nextPos);
            }
            rotationTarget.LookAt(nextPos);

            Transform  tfm = pathContainer.GetWaypoint(reverse ? lookPoint - 1 : lookPoint + 1);
            Quaternion q   = Quaternion.FromToRotation(Vector3.forward, forwardDir);

            rotationTarget.rotation *= q;
            //q = Quaternion.Lerp(pathContainer.GetWaypoint(lookPoint).rotation, tfm.rotation, currentPerc);
            //rotationTarget.rotation = q * rotationTarget.rotation;
            q = Quaternion.Lerp(pathContainer.GetWaypoint(lookPoint).localRotation, tfm.localRotation, currentPerc);
            rotationTarget.localRotation *= q;
            rotationTarget.Rotate(eulerAngles);
        }