private void ShowNormals()
        {
            Handles.color = Color.red;
            Vector3 point = spline.GetPoint(0f);

            Handles.DrawLine(point, point + spline.GetNormal(0f) * directionScale);
            int steps = stepsPerCurve * spline.CurveCount;

            for (int i = 1; i <= steps; i++)
            {
                point = spline.GetPoint(i / (float)steps);
                Handles.DrawLine(point, point + spline.GetNormal(i / (float)steps) * directionScale);
            }
        }
示例#2
0
        //public bool distanceBased = false;

        private void Awake()
        {
            path = GetComponent <BezierSpline>();

            if (frequency <= 0 || items.Length == 0 || path == null)
            {
                return;
            }

            int        index;
            float      step = 1f / ((float)frequency + 1f);
            Vector3    pos;
            Vector3    localDir;
            GameObject go;

            for (int i = 1; i <= frequency; i++)
            {
                index = Random.Range(0, items.Length - 1);
                pos   = path.GetPoint(i * step);

                if (localOffset)
                {
                    localDir = path.GetNormal(i * step);

                    go = Instantiate(items[index], pos + (heightOffset * localDir), items[index].transform.rotation, transform);
                }
                else
                {
                    go = Instantiate(items[index], pos + new Vector3(0, heightOffset, 0), items[index].transform.rotation, transform);
                }

                //Turns object to go in the direction of the bezier curve
                if (curveRotation)
                {
                    go.transform.forward = path.GetDirection(i * step);
                }
            }
        }