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DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 00426f3467ae2f4449711bbe9a567084
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cc4c383146400014d810176d3a637934
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,58 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.U2D;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
// Demo Script Usage:
|
||||
// When you want multiple SpriteShapes to share a common Spline,
|
||||
// attach this script to the secondary objects you would like to
|
||||
// copy the Spline and set the ParentObject to the original object
|
||||
// you are copying from.
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class ConformingSpline : MonoBehaviour
|
||||
{
|
||||
|
||||
public GameObject m_ParentObject;
|
||||
private int hashCode;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (m_ParentObject != null)
|
||||
{
|
||||
hashCode = CopySpline(m_ParentObject, gameObject, hashCode);
|
||||
}
|
||||
}
|
||||
|
||||
private static int CopySpline(GameObject src, GameObject dst, int hashCode)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
var parentSpriteShapeController = src.GetComponent<SpriteShapeController>();
|
||||
var mirrorSpriteShapeController = dst.GetComponent<SpriteShapeController>();
|
||||
|
||||
if (parentSpriteShapeController != null && mirrorSpriteShapeController != null && parentSpriteShapeController.spline.GetHashCode() != hashCode)
|
||||
{
|
||||
SerializedObject srcController = new SerializedObject(parentSpriteShapeController);
|
||||
SerializedObject dstController = new SerializedObject(mirrorSpriteShapeController);
|
||||
SerializedProperty srcSpline = srcController.FindProperty("m_Spline");
|
||||
dstController.CopyFromSerializedProperty(srcSpline);
|
||||
dstController.ApplyModifiedProperties();
|
||||
EditorUtility.SetDirty(mirrorSpriteShapeController);
|
||||
return parentSpriteShapeController.spline.GetHashCode();
|
||||
}
|
||||
#endif
|
||||
return hashCode;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: db6f6067a1e6dd34ca4e2c4b7145e79b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,43 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.U2D;
|
||||
|
||||
// Please add this Component to Camera or some top level object on each loadable scene.
|
||||
public class GenerateSpriteShapes : MonoBehaviour
|
||||
{
|
||||
|
||||
// Once all SpriteShapes are rendered, remove this Component if On or remove it from elsewhere.
|
||||
public bool destroyOnCompletion = true;
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
|
||||
// Loop all invisible SpriteShapeRenderers and generate geometry.
|
||||
SpriteShapeRenderer[] spriteShapeRenderers = (SpriteShapeRenderer[]) GameObject.FindObjectsOfType (typeof(SpriteShapeRenderer));
|
||||
CommandBuffer rc = new CommandBuffer();
|
||||
rc.GetTemporaryRT(0, 256, 256, 0);
|
||||
rc.SetRenderTarget(0);
|
||||
foreach (var spriteShapeRenderer in spriteShapeRenderers)
|
||||
{
|
||||
var spriteShapeController = spriteShapeRenderer.gameObject.GetComponent<SpriteShapeController>();
|
||||
if (spriteShapeRenderer != null && spriteShapeController != null)
|
||||
{
|
||||
if (!spriteShapeRenderer.isVisible)
|
||||
{
|
||||
spriteShapeController.BakeMesh();
|
||||
rc.DrawRenderer(spriteShapeRenderer, spriteShapeRenderer.sharedMaterial);
|
||||
// Debug.Log("generating shape for " + spriteShapeRenderer.gameObject.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
rc.ReleaseTemporaryRT(0);
|
||||
Graphics.ExecuteCommandBuffer(rc);
|
||||
|
||||
// SpriteShape Renderers are generated. This component is no longer needed. Delete this [or] remove this Component from elsewhere.
|
||||
if (destroyOnCompletion)
|
||||
Destroy(this);
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fccb8cf469e193a4ea6c24362f061c12
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,171 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.U2D;
|
||||
using UnityEngine.U2D;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
[ExecuteAlways]
|
||||
public class GeometryCollider : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
bool m_UpdateCollider = false;
|
||||
|
||||
int m_HashCode = 0;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (m_UpdateCollider)
|
||||
Bake(gameObject, false);
|
||||
}
|
||||
|
||||
static public void Bake(GameObject go, bool forced)
|
||||
{
|
||||
var spriteShapeController = go.GetComponent<SpriteShapeController>();
|
||||
var spriteShapeRenderer = go.GetComponent<SpriteShapeRenderer>();
|
||||
var polyCollider = go.GetComponent<PolygonCollider2D>();
|
||||
var geometryCollider = go.GetComponent<GeometryCollider>();
|
||||
|
||||
if (spriteShapeController != null && polyCollider != null)
|
||||
{
|
||||
var spline = spriteShapeController.spline;
|
||||
if (geometryCollider != null)
|
||||
{
|
||||
int splineHashCode = spline.GetHashCode();
|
||||
if (splineHashCode == geometryCollider.m_HashCode && !forced)
|
||||
return;
|
||||
geometryCollider.m_HashCode = splineHashCode;
|
||||
}
|
||||
NativeArray<ushort> indexArray;
|
||||
NativeSlice<Vector3> posArray;
|
||||
NativeSlice<Vector2> uv0Array;
|
||||
NativeArray<SpriteShapeSegment> geomArray;
|
||||
spriteShapeRenderer.GetChannels(65536, out indexArray, out posArray, out uv0Array);
|
||||
geomArray = spriteShapeRenderer.GetSegments(spline.GetPointCount() * 8);
|
||||
|
||||
NativeArray<ushort> indexArrayLocal = new NativeArray<ushort>(indexArray.Length, Allocator.Temp);
|
||||
|
||||
List<Vector2> points = new List<Vector2>();
|
||||
int indexCount = 0, vertexCount = 0, counter = 0;
|
||||
for (int u = 0; u < geomArray.Length; ++u)
|
||||
{
|
||||
if (geomArray[u].indexCount > 0)
|
||||
{
|
||||
for (int i = 0; i < geomArray[u].indexCount; ++i)
|
||||
{
|
||||
indexArrayLocal[counter] = (ushort)(indexArray[counter] + vertexCount);
|
||||
counter++;
|
||||
}
|
||||
vertexCount += geomArray[u].vertexCount;
|
||||
indexCount += geomArray[u].indexCount;
|
||||
}
|
||||
}
|
||||
Debug.Log(go.name + " : " + counter);
|
||||
OuterEdges(polyCollider, indexArrayLocal, posArray, indexCount);
|
||||
}
|
||||
}
|
||||
|
||||
// Generate the outer edges from the Renderer mesh. Based on code from www.h3xed.com
|
||||
static void OuterEdges(PolygonCollider2D polygonCollider, NativeArray<ushort> triangles, NativeSlice<Vector3> vertices, int triangleCount)
|
||||
{
|
||||
// Get just the outer edges from the mesh's triangles (ignore or remove any shared edges)
|
||||
Dictionary<string, KeyValuePair<int, int>> edges = new Dictionary<string, KeyValuePair<int, int>>();
|
||||
for (int i = 0; i < triangleCount; i += 3)
|
||||
{
|
||||
for (int e = 0; e < 3; e++)
|
||||
{
|
||||
int vert1 = triangles[i + e];
|
||||
int vert2 = triangles[i + e + 1 > i + 2 ? i : i + e + 1];
|
||||
string edge = Mathf.Min(vert1, vert2) + ":" + Mathf.Max(vert1, vert2);
|
||||
if (edges.ContainsKey(edge))
|
||||
{
|
||||
edges.Remove(edge);
|
||||
}
|
||||
else
|
||||
{
|
||||
edges.Add(edge, new KeyValuePair<int, int>(vert1, vert2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create edge lookup (Key is first vertex, Value is second vertex, of each edge)
|
||||
Dictionary<int, int> lookup = new Dictionary<int, int>();
|
||||
foreach (KeyValuePair<int, int> edge in edges.Values)
|
||||
{
|
||||
if (lookup.ContainsKey(edge.Key) == false)
|
||||
{
|
||||
lookup.Add(edge.Key, edge.Value);
|
||||
}
|
||||
}
|
||||
|
||||
// Create empty polygon collider
|
||||
polygonCollider.pathCount = 0;
|
||||
|
||||
// Loop through edge vertices in order
|
||||
int startVert = 0;
|
||||
int nextVert = startVert;
|
||||
int highestVert = startVert;
|
||||
List<Vector2> colliderPath = new List<Vector2>();
|
||||
while (true)
|
||||
{
|
||||
|
||||
// Add vertex to collider path
|
||||
colliderPath.Add(vertices[nextVert]);
|
||||
|
||||
// Get next vertex
|
||||
nextVert = lookup[nextVert];
|
||||
|
||||
// Store highest vertex (to know what shape to move to next)
|
||||
if (nextVert > highestVert)
|
||||
{
|
||||
highestVert = nextVert;
|
||||
}
|
||||
|
||||
// Shape complete
|
||||
if (nextVert == startVert)
|
||||
{
|
||||
|
||||
// Add path to polygon collider
|
||||
polygonCollider.pathCount++;
|
||||
polygonCollider.SetPath(polygonCollider.pathCount - 1, colliderPath.ToArray());
|
||||
colliderPath.Clear();
|
||||
|
||||
// Go to next shape if one exists
|
||||
if (lookup.ContainsKey(highestVert + 1))
|
||||
{
|
||||
|
||||
// Set starting and next vertices
|
||||
startVert = highestVert + 1;
|
||||
nextVert = startVert;
|
||||
|
||||
// Continue to next loop
|
||||
continue;
|
||||
}
|
||||
|
||||
// No more verts
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
[MenuItem("SpriteShape/Generate Geometry Collider", false, 358)]
|
||||
public static void BakeGeometryCollider()
|
||||
{
|
||||
if (Selection.activeGameObject != null)
|
||||
GeometryCollider.Bake(Selection.activeGameObject, true);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e0ecd6fe4dd55d640bd7ef3235e0e425
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,159 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.U2D;
|
||||
using ExtrasClipperLib;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
public enum ColliderCornerType
|
||||
{
|
||||
Square,
|
||||
Round,
|
||||
Sharp
|
||||
}
|
||||
|
||||
[ExecuteAlways]
|
||||
public class LegacyCollider : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
ColliderCornerType m_ColliderCornerType = ColliderCornerType.Square;
|
||||
[SerializeField]
|
||||
float m_ColliderOffset = 1.0f;
|
||||
[SerializeField]
|
||||
bool m_UpdateCollider = false;
|
||||
|
||||
const float s_ClipperScale = 100000.0f;
|
||||
int m_HashCode = 0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (m_UpdateCollider)
|
||||
Bake(gameObject, false);
|
||||
}
|
||||
|
||||
static void SampleCurve(float colliderDetail, Vector3 startPoint, Vector3 startTangent, Vector3 endPoint, Vector3 endTangent, ref List<IntPoint> path)
|
||||
{
|
||||
|
||||
if (startTangent.sqrMagnitude > 0f || endTangent.sqrMagnitude > 0f)
|
||||
{
|
||||
for (int j = 0; j <= colliderDetail; ++j)
|
||||
{
|
||||
float t = j / (float)colliderDetail;
|
||||
Vector3 newPoint = BezierUtility.BezierPoint(startPoint, startTangent + startPoint, endTangent + endPoint, endPoint, t) * s_ClipperScale;
|
||||
|
||||
path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 newPoint = startPoint * s_ClipperScale;
|
||||
path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
|
||||
|
||||
newPoint = endPoint * s_ClipperScale;
|
||||
path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Bake(GameObject go, bool forced)
|
||||
{
|
||||
var sc = go.GetComponent<SpriteShapeController>();
|
||||
var lc = go.GetComponent<LegacyCollider>();
|
||||
|
||||
if (sc != null)
|
||||
{
|
||||
List<IntPoint> path = new List<IntPoint>();
|
||||
int splinePointCount = sc.spline.GetPointCount();
|
||||
int pathPointCount = splinePointCount;
|
||||
|
||||
ColliderCornerType cct = ColliderCornerType.Square;
|
||||
float co = 1.0f;
|
||||
|
||||
if (lc != null)
|
||||
{
|
||||
int hashCode = sc.spline.GetHashCode() + lc.m_ColliderCornerType.GetHashCode() + lc.m_ColliderOffset.GetHashCode();
|
||||
if (lc.m_HashCode == hashCode && !forced)
|
||||
return;
|
||||
|
||||
lc.m_HashCode = hashCode;
|
||||
cct = lc.m_ColliderCornerType;
|
||||
co = lc.m_ColliderOffset;
|
||||
}
|
||||
|
||||
if (sc.spline.isOpenEnded)
|
||||
pathPointCount--;
|
||||
|
||||
for (int i = 0; i < pathPointCount; ++i)
|
||||
{
|
||||
int nextIndex = SplineUtility.NextIndex(i, splinePointCount);
|
||||
SampleCurve(sc.colliderDetail, sc.spline.GetPosition(i), sc.spline.GetRightTangent(i), sc.spline.GetPosition(nextIndex), sc.spline.GetLeftTangent(nextIndex), ref path);
|
||||
}
|
||||
|
||||
if (co != 0f)
|
||||
{
|
||||
List<List<IntPoint>> solution = new List<List<IntPoint>>();
|
||||
ClipperOffset clipOffset = new ClipperOffset();
|
||||
|
||||
EndType endType = EndType.etClosedPolygon;
|
||||
|
||||
if (sc.spline.isOpenEnded)
|
||||
{
|
||||
endType = EndType.etOpenSquare;
|
||||
|
||||
if (cct == ColliderCornerType.Round)
|
||||
endType = EndType.etOpenRound;
|
||||
}
|
||||
|
||||
clipOffset.ArcTolerance = 200f / sc.colliderDetail;
|
||||
clipOffset.AddPath(path, (ExtrasClipperLib.JoinType)cct, endType);
|
||||
clipOffset.Execute(ref solution, s_ClipperScale * co);
|
||||
|
||||
if (solution.Count > 0)
|
||||
path = solution[0];
|
||||
}
|
||||
|
||||
List<Vector2> pathPoints = new List<Vector2>(path.Count);
|
||||
for (int i = 0; i < path.Count; ++i)
|
||||
{
|
||||
IntPoint ip = path[i];
|
||||
pathPoints.Add(new Vector2(ip.X / s_ClipperScale, ip.Y / s_ClipperScale));
|
||||
}
|
||||
|
||||
var pc = go.GetComponent<PolygonCollider2D>();
|
||||
if (pc)
|
||||
{
|
||||
pc.pathCount = 0;
|
||||
pc.SetPath(0, pathPoints.ToArray());
|
||||
}
|
||||
|
||||
var ec = go.GetComponent<EdgeCollider2D>();
|
||||
if (ec)
|
||||
{
|
||||
if (co > 0f || co < 0f && !sc.spline.isOpenEnded)
|
||||
pathPoints.Add(pathPoints[0]);
|
||||
ec.points = pathPoints.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
[MenuItem("SpriteShape/Generate Legacy Collider", false, 358)]
|
||||
public static void BakeLegacyCollider()
|
||||
{
|
||||
if (Selection.activeGameObject != null)
|
||||
LegacyCollider.Bake(Selection.activeGameObject, true);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6a8e65bafadf93f41a17da25163f2f51
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,59 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.U2D;
|
||||
|
||||
// Dynamic modification of spline to follow the path of mouse movement.
|
||||
// This script is just a simplified demo to demonstrate the idea.
|
||||
|
||||
public class SimpleDraw : MonoBehaviour
|
||||
{
|
||||
public float minimumDistance = 1.0f;
|
||||
private Vector3 lastPosition;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void Smoothen(SpriteShapeController sc, int pointIndex)
|
||||
{
|
||||
Vector3 position = sc.spline.GetPosition(pointIndex);
|
||||
Vector3 positionNext = sc.spline.GetPosition(SplineUtility.NextIndex(pointIndex, sc.spline.GetPointCount()));
|
||||
Vector3 positionPrev = sc.spline.GetPosition(SplineUtility.PreviousIndex(pointIndex, sc.spline.GetPointCount()));
|
||||
Vector3 forward = gameObject.transform.forward;
|
||||
|
||||
float scale = Mathf.Min((positionNext - position).magnitude, (positionPrev - position).magnitude) * 0.33f;
|
||||
|
||||
Vector3 leftTangent = (positionPrev - position).normalized * scale;
|
||||
Vector3 rightTangent = (positionNext - position).normalized * scale;
|
||||
|
||||
sc.spline.SetTangentMode(pointIndex, ShapeTangentMode.Continuous);
|
||||
SplineUtility.CalculateTangents(position, positionPrev, positionNext, forward, scale, out rightTangent, out leftTangent);
|
||||
|
||||
sc.spline.SetLeftTangent(pointIndex, leftTangent);
|
||||
sc.spline.SetRightTangent(pointIndex, rightTangent);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var mp = Input.mousePosition;
|
||||
mp.z = 10.0f;
|
||||
mp = Camera.main.ScreenToWorldPoint(mp);
|
||||
var dt = Mathf.Abs((mp - lastPosition).magnitude);
|
||||
var md = (minimumDistance > 1.0f) ? minimumDistance : 1.0f;
|
||||
if (Input.GetMouseButton(0) && dt > md)
|
||||
{
|
||||
var spriteShapeController = gameObject.GetComponent<SpriteShapeController>();
|
||||
var spline = spriteShapeController.spline;
|
||||
spline.InsertPointAt(spline.GetPointCount(), mp);
|
||||
var newPointIndex = spline.GetPointCount() - 1;
|
||||
Smoothen(spriteShapeController, newPointIndex - 1);
|
||||
|
||||
spline.SetHeight(newPointIndex, UnityEngine.Random.Range(0.1f, 2.0f));
|
||||
lastPosition = mp;
|
||||
}
|
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}
|
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}
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.U2D;
|
||||
|
||||
public class Sprinkler : MonoBehaviour
|
||||
{
|
||||
|
||||
public GameObject m_Prefab;
|
||||
public float m_RandomFactor = 10.0f;
|
||||
public bool m_UseNormals = false;
|
||||
|
||||
float Angle(Vector3 a, Vector3 b)
|
||||
{
|
||||
float dot = Vector3.Dot(a, b);
|
||||
float det = (a.x * b.y) - (b.x * a.y);
|
||||
return Mathf.Atan2(det, dot) * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
// Use this for initialization. Plant the Prefabs on Startup
|
||||
void Start ()
|
||||
{
|
||||
SpriteShapeController ssc = GetComponent<SpriteShapeController>();
|
||||
Spline spl = ssc.spline;
|
||||
|
||||
for (int i = 1; i < spl.GetPointCount() - 1; ++i)
|
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{
|
||||
if (Random.Range(0, 100) > (100 - m_RandomFactor) )
|
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{
|
||||
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|
||||
go.transform.position = spl.GetPosition(i);
|
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|
||||
if (m_UseNormals)
|
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{
|
||||
Vector3 lt = Vector3.Normalize(spl.GetPosition(i - 1) - spl.GetPosition(i));
|
||||
Vector3 rt = Vector3.Normalize(spl.GetPosition(i + 1) - spl.GetPosition(i));
|
||||
float a = Angle(Vector3.up, lt);
|
||||
float b = Angle(lt, rt);
|
||||
float c = a + (b * 0.5f);
|
||||
if (b > 0)
|
||||
c = (180 + c);
|
||||
go.transform.rotation = Quaternion.Euler(0, 0, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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// Update is called once per frame
|
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void Update ()
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|
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