public static void RefreshNonLinearDrawWps(Path p) { int num = p.wps.Length * 10; if ((p.nonLinearDrawWps == null) || (p.nonLinearDrawWps.Length != (num + 1))) { p.nonLinearDrawWps = new Vector3[num + 1]; } for (int i = 0; i <= num; i++) { float perc = ((float)i) / ((float)num); p.nonLinearDrawWps[i] = p.GetPoint(perc, false); } }
internal static void RefreshNonLinearDrawWps(Path p) { int num = p.wps.Length * 10; if (p.nonLinearDrawWps == null || p.nonLinearDrawWps.Length != num + 1) { p.nonLinearDrawWps = new Vector3[num + 1]; } for (int i = 0; i <= num; i++) { float perc = (float)i / (float)num; Vector3 point = p.GetPoint(perc, false); p.nonLinearDrawWps[i] = point; } }
// Refreshes the waypoints used to draw non-linear gizmos and the PathInspector scene view. // Called by Draw method or by DOTweenPathInspector internal static void RefreshNonLinearDrawWps(Path p) { int wpsCount = p.wps.Length; int gizmosSubdivisions = wpsCount * 10; if (p.nonLinearDrawWps == null || p.nonLinearDrawWps.Length != gizmosSubdivisions + 1) { p.nonLinearDrawWps = new Vector3[gizmosSubdivisions + 1]; } for (int i = 0; i <= gizmosSubdivisions; ++i) { float perc = i / (float)gizmosSubdivisions; Vector3 wp = p.GetPoint(perc); p.nonLinearDrawWps[i] = wp; } }
public static Vector3[] GetDrawPoints(Path p, int drawSubdivisionsXSegment) { int length = p.wps.Length; if (p.type == PathType.Linear) { return(p.wps); } int num2 = length * drawSubdivisionsXSegment; Vector3[] vectorArray = new Vector3[num2 + 1]; for (int i = 0; i <= num2; i++) { float perc = ((float)i) / ((float)num2); vectorArray[i] = p.GetPoint(perc, false); } return(vectorArray); }
internal static Vector3[] GetDrawPoints(Path p, int drawSubdivisionsXSegment) { int num = p.wps.Length; if (p.type == PathType.Linear) { return(p.wps); } int num2 = num * drawSubdivisionsXSegment; Vector3[] array = new Vector3[num2 + 1]; for (int i = 0; i <= num2; i++) { float perc = (float)i / (float)num2; Vector3 vector = array[i] = p.GetPoint(perc, false); } return(array); }
// USED EXTERNALLY, to output a series of points that can be used to draw the path outside of DOTween // (called by TweenExtensions.PathGetDrawPoints) internal static Vector3[] GetDrawPoints(Path p, int drawSubdivisionsXSegment) { int wpsCount = p.wps.Length; if (p.type == PathType.Linear) { return(p.wps); } int gizmosSubdivisions = wpsCount * drawSubdivisionsXSegment; Vector3[] drawPoints = new Vector3[gizmosSubdivisions + 1]; for (int i = 0; i <= gizmosSubdivisions; ++i) { float perc = i / (float)gizmosSubdivisions; Vector3 wp = p.GetPoint(perc); drawPoints[i] = wp; } return(drawPoints); }
// Refreshes the waypoints used to draw non-linear gizmos and the PathInspector scene view. // Called by Draw method or by DOTweenPathInspector internal static void RefreshNonLinearDrawWps(Path p) { int wpsCount = p.wps.Length; int gizmosSubdivisions = wpsCount * 10; if (p.nonLinearDrawWps == null || p.nonLinearDrawWps.Length != gizmosSubdivisions + 1) p.nonLinearDrawWps = new Vector3[gizmosSubdivisions + 1]; for (int i = 0; i <= gizmosSubdivisions; ++i) { float perc = i / (float)gizmosSubdivisions; Vector3 wp = p.GetPoint(perc); p.nonLinearDrawWps[i] = wp; } }
// USED EXTERNALLY, to output a series of points that can be used to draw the path outside of DOTween // (called by TweenExtensions.PathGetDrawPoints) internal static Vector3[] GetDrawPoints(Path p, int drawSubdivisionsXSegment) { int wpsCount = p.wps.Length; if (p.type == PathType.Linear) return p.wps; int gizmosSubdivisions = wpsCount * drawSubdivisionsXSegment; Vector3[] drawPoints = new Vector3[gizmosSubdivisions + 1]; for (int i = 0; i <= gizmosSubdivisions; ++i) { float perc = i / (float)gizmosSubdivisions; Vector3 wp = p.GetPoint(perc); drawPoints[i] = wp; } return drawPoints; }