示例#1
0
    public GameObject AddNext()
    {
        //New Node
        GameObject dup = (GameObject)GameObject.Instantiate(gameObject);

        dup.SetActive(false);
        dup.SetActive(true);
        if (transform.parent)
        {
            dup.transform.parent = transform.parent;
        }
        dup.transform.position   = transform.position + Vector3.right * addOffset;
        dup.transform.rotation   = Quaternion.FromToRotation(Vector3.forward, Vector3.right);
        dup.transform.localScale = transform.localScale;
        dup.name = "Node";
        SplineNode dupNode = dup.GetComponent <SplineNode>();

        dupNode.spanCollider = null;
        if (next)
        {
            next.previous = dupNode;
            dupNode.next  = next;
            dupNode.AddCollider();
        }
        next             = dupNode;                                                                                     //The dup is now my previous node
        dupNode.previous = this;                                                                                        //I'm the dup's next node
        AddCollider();
        if (spline)
        {
            spline.AddVert(dupNode);
        }
        return(dup);
    }
示例#2
0
    // Use this for initialization
    public void UpdateSpline()
    {
        RemoveSpline();
        GameObject splineSystem = new GameObject();
        GameObject splineObject = new GameObject();

        splineSystem.transform.SetParent(transform, true);
        splineSystem.name = "Spline System";
        splineObject.transform.SetParent(splineSystem.transform, false);
        splineObject.name = "Spline";
        Spline currentSpline = splineObject.AddComponent <Spline>();

        currentSpline.colliderRadius = ColliderRadius;

        Mesh mesh = GetComponent <MeshFilter>().sharedMesh;

        Vector3[]  vertices    = mesh.vertices;
        Vector3[]  normals     = mesh.normals;
        uint       i           = 0;
        SplineNode currentNode = null;
        float      proportion  = 1.0f / PointsPerFace;

        while (i < vertices.Length - PointsPerFace)
        {
            if (currentSpline.Length == 0)
            {
                GameObject nodeObject = new GameObject();
                nodeObject.transform.SetParent(splineObject.transform, false);
                if (currentNode == null)
                {
                    currentNode = nodeObject.AddComponent <SplineNode>();
                    currentSpline.AddVert(currentNode);
                }
                else
                {
                    SplineNode tmp = nodeObject.AddComponent <SplineNode>();
                    tmp.transform.position = currentNode.transform.position;
                    tmp.up = currentNode.up;
                    currentSpline.AddVert(tmp);
                    currentNode = tmp.AddNext().GetComponent <SplineNode>();
                }
            }
            else
            {
                currentNode = currentNode.AddNext().GetComponent <SplineNode>();
            }
            Vector3 v = new Vector3();
            Vector3 n = new Vector3();
            for (int j = 0; j < PointsPerFace; ++j)
            {
                v += vertices[i];
                n += normals[i];
                ++i;
            }
            v.x *= proportion; v.y *= proportion; v.z *= proportion;
            n.x *= proportion; n.y *= proportion; n.z *= proportion;
            v.Scale(transform.localScale);
            currentNode.transform.position = v;
            currentNode.up = n;

            i += Gap * PointsPerFace;

            if (currentSpline.Length >= Spline.MAX_SPLINE_LENGTH)
            {
                splineObject = new GameObject();
                splineObject.transform.SetParent(splineSystem.transform, false);
                splineObject.name = "Spline";
                Spline tmp = splineObject.AddComponent <Spline>();
                currentSpline.next           = tmp;
                tmp.previous                 = currentSpline;
                currentSpline                = tmp;
                currentSpline.colliderRadius = ColliderRadius;
            }
        }
        splineSystem.transform.localScale = transform.localScale;
        splineSystem.transform.localScale = new Vector3(1.0f / splineSystem.transform.localScale.x,
                                                        1.0f / splineSystem.transform.localScale.y,
                                                        1.0f / splineSystem.transform.localScale.z);
        splineSystem.transform.position = transform.position;
        splineSystem.transform.position.Scale(splineSystem.transform.localScale);
        splineSystem.transform.rotation = transform.rotation;

        foreach (Spline s in GetComponentsInChildren <Spline>())
        {
            for (i = 0; i < s.length; ++i)
            {
                s[i].updateForward();
            }
        }
    }