public SplineCameraStateSettings(BezierSpline spline, float splinePositionOffset, float cameraLineOfSightOffset, float cameraMaxDistance, float splineTravelMaxSpeed) { this._spline = spline; this._splinePositionOffset = splinePositionOffset; this._cameraLineOfSightOffset = cameraLineOfSightOffset; this._cameraMaxDistance = cameraMaxDistance; this._splineTravelMaxSpeed = splineTravelMaxSpeed; }
private void OnSceneGUI() { spline = target as BezierSpline; handleTransform = spline.transform; handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity; Vector3 p0 = ShowPoint(0); for (int i = 1; i < spline.ControlPointCount; i += 3) { Vector3 p1 = ShowPoint(i); Vector3 p2 = ShowPoint(i + 1); Vector3 p3 = ShowPoint(i + 2); Handles.color = Color.gray; Handles.DrawLine(p0, p1); Handles.DrawLine(p2, p3); Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); p0 = p3; } //ShowDirections(); }
public override void OnInspectorGUI() { spline = target as BezierSpline; EditorGUI.BeginChangeCheck(); bool loop = EditorGUILayout.Toggle("Loop", spline.Loop); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(spline, "Toggle Loop"); EditorUtility.SetDirty(spline); spline.Loop = loop; } if (selectedIndex >= 0 && selectedIndex < spline.ControlPointCount) { DrawSelectedPointInspector(); } if (GUILayout.Button("Add Curve")) { Undo.RecordObject(spline, "Add Curve"); spline.AddCurve(); EditorUtility.SetDirty(spline); } }