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AbstractConcept 2022-09-13 00:36:34 -05:00
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using System;
using UnityEngine;
namespace UnityEditor.U2D.Path
{
public interface IEditablePathController
{
IEditablePath editablePath { get; set; }
IEditablePath closestEditablePath { get; }
ISnapping<Vector3> snapping { get; set; }
bool enableSnapping { get; set; }
void RegisterUndo(string name);
void ClearSelection();
void SelectPoint(int index, bool select);
void CreatePoint(int index, Vector3 position);
void RemoveSelectedPoints();
void MoveSelectedPoints(Vector3 delta);
void MoveEdge(int index, Vector3 delta);
void SetLeftTangent(int index, Vector3 position, bool setToLinear, bool mirror, Vector3 cachedRightTangent, TangentMode cachedTangentMode);
void SetRightTangent(int index, Vector3 position, bool setToLinear, bool mirror, Vector3 cachedLeftTangent, TangentMode cachedTangentMode);
void ClearClosestPath();
void AddClosestPath(float distance);
}
}