public void CalculateRotationProgressions (ref float[] letter_progressions, int num_progressions, ActionVector3Progression offset_prog, TextFxBezierCurve curve_override = null, bool variableActive = true) { if(curve_override != null) { // Work out letter rotations based on the provided bezier curve setup // bool constant_offset = offset_vecs != null && offset_vecs.Length == 1; m_values = new Vector3[num_progressions]; for(int idx=0; idx < num_progressions; idx++) { // m_values[idx] = m_is_offset_from_last ? offset_vecs[constant_offset ? 0 : idx] : Vector3.zero; m_values[idx] = Vector3.zero; } for(int idx=0; idx < num_progressions; idx++) { m_values[idx] += curve_override.GetCurvePointRotation(letter_progressions[idx]); } } else // CalculateProgressions(num_progressions, curve_override == null ? offset_prog : null /*m_values, curve_override != null*/); CalculateProgressions(num_progressions, offset_prog, variableActive); }
public TextFxBezierCurve(TextFxBezierCurve curve) { m_anchor_points = new List<BezierCurvePoint>(); if(curve.m_anchor_points != null) m_anchor_points.InsertRange(0, curve.m_anchor_points); }