Insanely huge initial commit

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2026-02-21 17:04:05 -08:00
parent 9cdd36191a
commit 613d75914a
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
[System.Serializable]
/// <summary>
/// This class describes a node on an MMPath
/// </summary>
public class MMPathMovementElement
{
/// the point that make up the path the object will follow
public Vector3 PathElementPosition;
/// a delay (in seconds) associated to each node
public float Delay;
}
/// <summary>
/// Add this component to an object and you'll be able to define a path, that can then be used by another component
/// </summary>
[AddComponentMenu("More Mountains/Tools/Movement/MMPath")]
public class MMPath : MonoBehaviour
{
/// the possible cycle options
public enum CycleOptions
{
BackAndForth,
Loop,
OnlyOnce
}
/// the possible movement directions
public enum MovementDirection
{
Ascending,
Descending
}
[Header("Path")]
[MMInformation("Here you can select the '<b>Cycle Option</b>'. Back and Forth will have your object follow the path until its end, and go back to the original point. If you select Loop, the path will be closed and the object will move along it until told otherwise. If you select Only Once, the object will move along the path from the first to the last point, and remain there forever.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
public CycleOptions CycleOption;
[MMInformation("Add points to the <b>Path</b> (set the size of the path first), then position the points using either the inspector or by moving the handles directly in scene view. For each path element you can specify a delay (in seconds). The order of the points will be the order the object follows.\nFor looping paths, you can then decide if the object will go through the points in the Path in Ascending (1, 2, 3...) or Descending (Last, Last-1, Last-2...) order.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
/// the initial movement direction : ascending > will go from the points 0 to 1, 2, etc ; descending > will go from the last point to last-1, last-2, etc
public MovementDirection LoopInitialMovementDirection = MovementDirection.Ascending;
/// the points that make up the path the object will follow
public List<MMPathMovementElement> PathElements;
/// another MMPath that you can reference. If set, the reference MMPath's data will replace this MMPath's
public MMPath ReferenceMMPath;
/// if this is true, this object will move to the 0 position of the reference path
public bool AbsoluteReferencePath = false;
/// the minimum distance to a point at which we'll arbitrarily decide the point's been reached
public float MinDistanceToGoal = .1f;
[Header("Gizmos")]
public bool LockHandlesOnXAxis = false;
public bool LockHandlesOnYAxis = false;
public bool LockHandlesOnZAxis = false;
/// the original position of the transform, hidden and shouldn't be accessed
protected Vector3 _originalTransformPosition;
/// internal flag, hidden and shouldn't be accessed
protected bool _originalTransformPositionStatus=false;
/// if this is true, the object can move along the path
public virtual bool CanMove { get; set; }
/// if this is true, this path has gone through its Initialization method
public virtual bool Initialized { get; set; }
protected bool _active=false;
protected IEnumerator<Vector3> _currentPoint;
protected int _direction = 1;
protected Vector3 _initialPosition;
protected Vector3 _initialPositionThisFrame;
protected Vector3 _finalPosition;
protected Vector3 _previousPoint = Vector3.zero;
protected int _currentIndex;
protected float _distanceToNextPoint;
protected bool _endReached = false;
/// <summary>
/// Initialization
/// </summary>
protected virtual void Start ()
{
if (!Initialized)
{
Initialization ();
}
}
/// <summary>
/// Flag inits, initial movement determination, and object positioning
/// </summary>
public virtual void Initialization()
{
// on Start, we set our active flag to true
_active=true;
_endReached = false;
CanMove = true;
// we copy our reference if needed
if ((ReferenceMMPath != null) && (ReferenceMMPath.PathElements != null || ReferenceMMPath.PathElements.Count > 0))
{
if (AbsoluteReferencePath)
{
this.transform.position = ReferenceMMPath.transform.position;
}
PathElements = ReferenceMMPath.PathElements;
}
// if the path is null we exit
if (PathElements == null || PathElements.Count < 1)
{
return;
}
// if the first path element isn't at 0, we offset everything
if (PathElements[0].PathElementPosition != Vector3.zero)
{
Vector3 path0Position = PathElements[0].PathElementPosition;
this.transform.position += path0Position;
foreach (MMPathMovementElement element in PathElements)
{
element.PathElementPosition -= path0Position;
}
}
// we set our initial direction based on the settings
if (LoopInitialMovementDirection == MovementDirection.Ascending)
{
_direction=1;
}
else
{
_direction=-1;
}
// we initialize our path enumerator
_initialPosition = this.transform.position;
_currentPoint = GetPathEnumerator();
_previousPoint = _currentPoint.Current;
_currentPoint.MoveNext();
// initial positioning
if (!_originalTransformPositionStatus)
{
_originalTransformPositionStatus = true;
_originalTransformPosition = transform.position;
}
transform.position = _originalTransformPosition + _currentPoint.Current;
}
public int CurrentIndex()
{
return _currentIndex;
}
public Vector3 CurrentPoint()
{
return _initialPosition + _currentPoint.Current;
}
public Vector3 CurrentPositionRelative()
{
return _currentPoint.Current;
}
/// <summary>
/// On update we keep moving along the path
/// </summary>
protected virtual void Update ()
{
// if the path is null we exit, if we only go once and have reached the end we exit, if we can't move we exit
if(PathElements == null
|| PathElements.Count < 1
|| _endReached
|| !CanMove
)
{
return;
}
ComputePath ();
}
/// <summary>
/// Moves the object and determines when a point has been reached
/// </summary>
protected virtual void ComputePath()
{
// we store our initial position to compute the current speed at the end of the udpate
_initialPositionThisFrame = this.transform.position;
// we decide if we've reached our next destination or not, if yes, we move our destination to the next point
_distanceToNextPoint = (this.transform.position - (_originalTransformPosition + _currentPoint.Current)).magnitude;
if(_distanceToNextPoint < MinDistanceToGoal)
{
_previousPoint = _currentPoint.Current;
_currentPoint.MoveNext();
}
// we determine the current speed
_finalPosition = this.transform.position;
}
/// <summary>
/// Returns the current target point in the path
/// </summary>
/// <returns>The path enumerator.</returns>
public virtual IEnumerator<Vector3> GetPathEnumerator()
{
// if the path is null we exit
if(PathElements == null || PathElements.Count < 1)
{
yield break;
}
int index = 0;
_currentIndex = index;
while (true)
{
_currentIndex = index;
yield return PathElements[index].PathElementPosition;
if(PathElements.Count <= 1)
{
continue;
}
// if the path is looping
if (CycleOption == CycleOptions.Loop)
{
index = index + _direction;
if(index < 0)
{
index = PathElements.Count-1;
}
else if(index > PathElements.Count - 1)
{
index = 0;
}
}
if (CycleOption == CycleOptions.BackAndForth)
{
if(index <= 0)
{
_direction = 1;
}
else if(index >= PathElements.Count - 1)
{
_direction = -1;
}
index = index + _direction;
}
if (CycleOption == CycleOptions.OnlyOnce)
{
if(index <= 0)
{
_direction = 1;
}
else if(index >= PathElements.Count - 1)
{
_direction = 0;
_endReached = true;
}
index = index + _direction;
}
}
}
/// <summary>
/// Call this method to force a change in direction at any time
/// </summary>
public virtual void ChangeDirection()
{
_direction = - _direction;
_currentPoint.MoveNext();
}
/// <summary>
/// On DrawGizmos, we draw lines to show the path the object will follow
/// </summary>
protected virtual void OnDrawGizmos()
{
#if UNITY_EDITOR
if (PathElements==null)
{
return;
}
if (PathElements.Count==0)
{
return;
}
// if we haven't stored the object's original position yet, we do it
if (_originalTransformPositionStatus==false)
{
_originalTransformPosition = this.transform.position;
_originalTransformPositionStatus=true;
}
// if we're not in runtime mode and the transform has changed, we update our position
if (transform.hasChanged && (_active == false))
{
_originalTransformPosition = this.transform.position;
}
// for each point in the path
for (int i=0;i<PathElements.Count;i++)
{
// we draw a green point
MMDebug.DrawGizmoPoint(_originalTransformPosition+PathElements[i].PathElementPosition,0.2f,Color.green);
// we draw a line towards the next point in the path
if ((i+1)<PathElements.Count)
{
Gizmos.color=Color.white;
Gizmos.DrawLine(_originalTransformPosition+PathElements[i].PathElementPosition,_originalTransformPosition+PathElements[i+1].PathElementPosition);
}
// we draw a line from the first to the last point if we're looping
if ( (i == PathElements.Count-1) && (CycleOption == CycleOptions.Loop) )
{
Gizmos.color=Color.white;
Gizmos.DrawLine(_originalTransformPosition+PathElements[0].PathElementPosition,_originalTransformPosition+PathElements[i].PathElementPosition);
}
}
// if the game is playing, we add a blue point to the destination, and a red point to the last visited point
if (Application.isPlaying)
{
if (_currentPoint != null)
{
MMDebug.DrawGizmoPoint(_originalTransformPosition + _currentPoint.Current,0.2f,Color.blue);
MMDebug.DrawGizmoPoint(_originalTransformPosition + _previousPoint,0.2f,Color.red);
}
}
#endif
}
/// <summary>
/// Updates the original transform position.
/// </summary>
/// <param name="newOriginalTransformPosition">New original transform position.</param>
public virtual void UpdateOriginalTransformPosition(Vector3 newOriginalTransformPosition)
{
_originalTransformPosition = newOriginalTransformPosition;
}
/// <summary>
/// Gets the original transform position.
/// </summary>
/// <returns>The original transform position.</returns>
public virtual Vector3 GetOriginalTransformPosition()
{
return _originalTransformPosition;
}
/// <summary>
/// Sets the original transform position status.
/// </summary>
/// <param name="status">If set to <c>true</c> status.</param>
public virtual void SetOriginalTransformPositionStatus(bool status)
{
_originalTransformPositionStatus = status;
}
/// <summary>
/// Gets the original transform position status.
/// </summary>
/// <returns><c>true</c>, if original transform position status was gotten, <c>false</c> otherwise.</returns>
public virtual bool GetOriginalTransformPositionStatus()
{
return _originalTransformPositionStatus ;
}
/// <summary>
/// A data structure
/// </summary>
[System.Serializable] public struct Data
{
public static Data ForwardLoopingPath(Vector3 ctr, Vector3[] vtx, float wait)
=> new Data()
{
Center = ctr, Offsets = vtx, Delay = wait,
Cycle = CycleOptions.Loop, Direction = MovementDirection.Ascending
};
public static Data ForwardBackAndForthPath(Vector3 ctr, Vector3[] vtx, float wait)
=> new Data()
{
Center = ctr, Offsets = vtx, Delay = wait,
Cycle = CycleOptions.BackAndForth, Direction = MovementDirection.Ascending
};
public static Data ForwardOnlyOncePath(Vector3 ctr, Vector3[] vtx, float wait)
=> new Data()
{
Center = ctr, Offsets = vtx, Delay = wait,
Cycle = CycleOptions.OnlyOnce, Direction = MovementDirection.Ascending
};
public Vector3 Center;
public Vector3[] Offsets;
public float Delay;
public CycleOptions Cycle;
public MovementDirection Direction;
}
/// <summary>
/// Replaces this MMPath's settings with the ones passed in parameters
/// </summary>
/// <param name="configuration"></param>
public void SetPath(in Data configuration)
{
if (configuration.Offsets == null) return;
// same as on Start, we set our active flag to true
_active = true;
_endReached = false;
CanMove = true;
PathElements = PathElements ?? new List<MMPathMovementElement>(configuration.Offsets.Length);
PathElements.Clear();
foreach (var offset in configuration.Offsets)
{
PathElements.Add(new MMPathMovementElement() {Delay = configuration.Delay, PathElementPosition = offset});
}
// if the path is null we exit
if (PathElements == null || PathElements.Count < 1)
{
return;
}
CycleOption = configuration.Cycle;
// we set our initial direction based on the settings
if (configuration.Direction == MovementDirection.Ascending)
{
_direction = 1;
}
else
{
_direction = -1;
}
_initialPosition = configuration.Center;
_originalTransformPosition = configuration.Center;
_currentPoint = GetPathEnumerator();
_previousPoint = _currentPoint.Current;
_currentPoint.MoveNext();
}
}
}

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using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using Random = UnityEngine.Random;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component to an object and it'll be able to move along a path defined from its inspector.
/// </summary>
[AddComponentMenu("More Mountains/Tools/Movement/MMPathMovement")]
public class MMPathMovement : MonoBehaviour
{
/// the possible movement types
public enum PossibleAccelerationType { ConstantSpeed, EaseOut, AnimationCurve }
/// the possible cycle options
public enum CycleOptions { BackAndForth, Loop, OnlyOnce, StopAtBounds, Random }
/// the possible movement directions
public enum MovementDirection { Ascending, Descending }
/// whether progress on the pass should be made at update, fixed update or late update
public enum UpdateModes { Update, FixedUpdate, LateUpdate }
/// whether to align the path on nothing, this object's rotation, or this object's parent's rotation
public enum AlignmentModes { None, ThisRotation, ParentRotation }
[Header("Path")]
[MMInformation("Here you can select the '<b>Cycle Option</b>'. Back and Forth will have your object follow the path until its end, and go back to the original point. If you select Loop, the path will be closed and the object will move along it until told otherwise. If you select Only Once, the object will move along the path from the first to the last point, and remain there forever.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
public CycleOptions CycleOption;
[MMInformation("Add points to the <b>Path</b> (set the size of the path first), then position the points using either the inspector or by moving the handles directly in scene view. For each path element you can specify a delay (in seconds). The order of the points will be the order the object follows.\nFor looping paths, you can then decide if the object will go through the points in the Path in Ascending (1, 2, 3...) or Descending (Last, Last-1, Last-2...) order.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
/// the initial movement direction : ascending > will go from the points 0 to 1, 2, etc ; descending > will go from the last point to last-1, last-2, etc
[Tooltip("the initial movement direction : ascending > will go from the points 0 to 1, 2, etc ; descending > will go from the last point to last-1, last-2, etc")]
public MovementDirection LoopInitialMovementDirection = MovementDirection.Ascending;
/// the points that make up the path the object will follow
[Tooltip("the points that make up the path the object will follow")]
public List<MMPathMovementElement> PathElements;
[Header("Path Alignment")]
/// whether to align the path on nothing, this object's rotation, or this object's parent's rotation
[Tooltip("whether to align the path on nothing, this object's rotation, or this object's parent's rotation")]
public AlignmentModes AlignmentMode = AlignmentModes.None;
[Header("Movement")]
[MMInformation("Set the <b>speed</b> at which the path will be crawled, and if the movement should be constant or eased.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
/// the movement speed
[Tooltip("the movement speed")]
public float MovementSpeed = 1;
/// returns the current speed at which the object is traveling
public Vector3 CurrentSpeed { get; protected set; }
/// the movement type of the object
[Tooltip("the movement type of the object")]
public PossibleAccelerationType AccelerationType = PossibleAccelerationType.ConstantSpeed;
/// the acceleration to apply to an object traveling between two points of the path.
[Tooltip("the acceleration to apply to an object traveling between two points of the path.")]
public AnimationCurve Acceleration = new AnimationCurve(new Keyframe(0,1f),new Keyframe(1f,0f));
/// the chosen update mode (update, fixed update, late update)
[Tooltip("the chosen update mode (update, fixed update, late update)")]
public UpdateModes UpdateMode = UpdateModes.Update;
[Header("Settings")]
[MMInformation("The <b>MinDistanceToGoal</b> is used to check if we've (almost) reached a point in the Path. The 2 other settings here are for debug only, don't change them.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
/// the minimum distance to a point at which we'll arbitrarily decide the point's been reached
[Tooltip("the minimum distance to a point at which we'll arbitrarily decide the point's been reached")]
public float MinDistanceToGoal = .1f;
/// the original position of the transform, hidden and shouldn't be accessed
[Tooltip("the original position of the transform, hidden and shouldn't be accessed")]
protected Vector3 _originalTransformPosition;
/// if this is true, the object can move along the path
public virtual bool CanMove { get; set; }
protected bool _originalTransformPositionStatus = false;
protected bool _active=false;
protected IEnumerator<Vector3> _currentPoint;
protected int _direction = 1;
protected Vector3 _initialPosition;
protected Vector3 _finalPosition;
protected Vector3 _previousPoint = Vector3.zero;
protected float _waiting=0;
protected int _currentIndex;
protected float _distanceToNextPoint;
protected bool _endReached = false;
protected Vector3 _positionLastFrame;
protected Vector3 _vector3Zero = Vector3.zero;
/// <summary>
/// Initialization
/// </summary>
protected virtual void Awake ()
{
Initialization ();
}
/// <summary>
/// On Start we store our initial position
/// </summary>
protected virtual void Start()
{
_originalTransformPosition = transform.position;
}
/// <summary>
/// A public method you can call to reset the path
/// </summary>
public virtual void ResetPath()
{
Initialization();
CanMove = false;
transform.position = _originalTransformPosition;
}
/// <summary>
/// Flag inits, initial movement determination, and object positioning
/// </summary>
protected virtual void Initialization()
{
// on Start, we set our active flag to true
_active=true;
_endReached = false;
CanMove = true;
// if the path is null we exit
if(PathElements == null || PathElements.Count < 1)
{
return;
}
// we set our initial direction based on the settings
if (LoopInitialMovementDirection == MovementDirection.Ascending)
{
_direction=1;
}
else
{
_direction=-1;
}
// we initialize our path enumerator
_currentPoint = GetPathEnumerator();
_previousPoint = _currentPoint.Current;
_currentPoint.MoveNext();
// initial positioning
if (!_originalTransformPositionStatus)
{
_originalTransformPositionStatus = true;
_originalTransformPosition = transform.position;
}
transform.position = PointPosition(_currentPoint.Current);
}
protected virtual void FixedUpdate()
{
if (UpdateMode == UpdateModes.FixedUpdate)
{
ExecuteUpdate();
}
}
protected virtual void LateUpdate()
{
if (UpdateMode == UpdateModes.LateUpdate)
{
ExecuteUpdate();
}
}
protected virtual void Update()
{
if (UpdateMode == UpdateModes.Update)
{
ExecuteUpdate();
}
}
/// <summary>
/// Override this to describe what happens when a point is reached
/// </summary>
protected virtual void PointReached()
{
}
/// <summary>
/// Override this to describe what happens when the end of the path is reached
/// </summary>
protected virtual void EndReached()
{
}
/// <summary>
/// On update we keep moving along the path
/// </summary>
protected virtual void ExecuteUpdate ()
{
// if the path is null we exit, if we only go once and have reached the end we exit, if we can't move we exit
if(PathElements == null
|| PathElements.Count < 1
|| _endReached
|| !CanMove
)
{
CurrentSpeed = _vector3Zero;
return;
}
Move ();
_positionLastFrame = this.transform.position;
}
/// <summary>
/// Moves the object and determines when a point has been reached
/// </summary>
protected virtual void Move()
{
// we wait until we can proceed
_waiting -= Time.deltaTime;
if (_waiting > 0)
{
CurrentSpeed = Vector3.zero;
return;
}
// we store our initial position to compute the current speed at the end of the udpate
_initialPosition = transform.position;
// we move our object
MoveAlongThePath();
// we decide if we've reached our next destination or not, if yes, we move our destination to the next point
_distanceToNextPoint = (transform.position - (PointPosition(_currentPoint.Current))).magnitude;
if(_distanceToNextPoint < MinDistanceToGoal)
{
//we check if we need to wait
if (PathElements.Count > _currentIndex)
{
_waiting = PathElements[_currentIndex].Delay;
}
PointReached();
_previousPoint = _currentPoint.Current;
_currentPoint.MoveNext();
}
// we determine the current speed
_finalPosition = this.transform.position;
if (Time.deltaTime != 0f)
{
CurrentSpeed = (_finalPosition - _initialPosition) / Time.deltaTime;
}
if (_endReached)
{
EndReached();
CurrentSpeed = Vector3.zero;
}
}
/// <summary>
/// Moves the object along the path according to the specified movement type.
/// </summary>
public virtual void MoveAlongThePath()
{
switch (AccelerationType)
{
case PossibleAccelerationType.ConstantSpeed:
transform.position = Vector3.MoveTowards (transform.position, PointPosition(_currentPoint.Current), Time.deltaTime * MovementSpeed);
break;
case PossibleAccelerationType.EaseOut:
transform.position = Vector3.Lerp (transform.position, PointPosition(_currentPoint.Current), Time.deltaTime * MovementSpeed);
break;
case PossibleAccelerationType.AnimationCurve:
float distanceBetweenPoints = Vector3.Distance (_previousPoint, _currentPoint.Current);
if (distanceBetweenPoints <= 0)
{
return;
}
float remappedDistance = 1 - MMMaths.Remap (_distanceToNextPoint, 0f, distanceBetweenPoints, 0f, 1f);
float speedFactor = Acceleration.Evaluate (remappedDistance);
transform.position = Vector3.MoveTowards (transform.position, PointPosition(_currentPoint.Current), Time.deltaTime * MovementSpeed * speedFactor);
break;
}
}
/// <summary>
/// Returns the current target point in the path
/// </summary>
/// <returns>The path enumerator.</returns>
public virtual IEnumerator<Vector3> GetPathEnumerator()
{
// if the path is null we exit
if(PathElements == null || PathElements.Count < 1)
{
yield break;
}
int index = 0;
_currentIndex = index;
while (true)
{
_currentIndex = index;
yield return PathElements[index].PathElementPosition;
if(PathElements.Count <= 1)
{
continue;
}
// if the path is looping
switch(CycleOption)
{
case CycleOptions.Loop:
index = index + _direction;
if (index < 0)
{
index = PathElements.Count - 1;
}
else if (index > PathElements.Count - 1)
{
index = 0;
}
break;
case CycleOptions.BackAndForth:
if (index <= 0)
{
_direction = 1;
}
else if (index >= PathElements.Count - 1)
{
_direction = -1;
}
index = index + _direction;
break;
case CycleOptions.OnlyOnce:
if (index <= 0)
{
_direction = 1;
}
else if (index >= PathElements.Count - 1)
{
_direction = 0;
CurrentSpeed = Vector3.zero;
_endReached = true;
}
index = index + _direction;
break;
case CycleOptions.Random:
int newIndex = index;
if (PathElements.Count > 1)
{
while (newIndex == index)
{
newIndex = Random.Range(0, PathElements.Count);
}
}
index = newIndex;
break;
case CycleOptions.StopAtBounds:
if (index <= 0)
{
if (_direction == -1)
{
CurrentSpeed = Vector3.zero;
_endReached = true;
}
_direction = 1;
}
else if (index >= PathElements.Count - 1)
{
if (_direction == 1)
{
CurrentSpeed = Vector3.zero;
_endReached = true;
}
_direction = -1;
}
index = index + _direction;
break;
}
}
}
/// <summary>
/// Call this method to force a change in direction at any time
/// </summary>
public virtual void ChangeDirection()
{
_direction = -_direction;
_currentPoint.MoveNext();
}
/// <summary>
/// On DrawGizmos, we draw lines to show the path the object will follow
/// </summary>
protected virtual void OnDrawGizmos()
{
#if UNITY_EDITOR
if (PathElements == null)
{
return;
}
if (PathElements.Count == 0)
{
return;
}
// if we haven't stored the object's original position yet, we do it
if (_originalTransformPositionStatus == false)
{
_originalTransformPosition = this.transform.position;
_originalTransformPositionStatus = true;
}
// if we're not in runtime mode and the transform has changed, we update our position
if (transform.hasChanged && _active==false)
{
_originalTransformPosition = this.transform.position;
}
// for each point in the path
for (int i=0;i<PathElements.Count;i++)
{
// we draw a green point
MMDebug.DrawGizmoPoint(PointPosition(i),0.2f,Color.green);
// we draw a line towards the next point in the path
if ((i+1)<PathElements.Count)
{
Gizmos.color=Color.white;
Gizmos.DrawLine(PointPosition(i), PointPosition(i + 1));
}
// we draw a line from the first to the last point if we're looping
if ( (i == PathElements.Count-1) && (CycleOption == CycleOptions.Loop) )
{
Gizmos.color=Color.white;
Gizmos.DrawLine(PointPosition(0), PointPosition(i));
}
}
// if the game is playing, we add a blue point to the destination, and a red point to the last visited point
if (Application.isPlaying)
{
MMDebug.DrawGizmoPoint(PointPosition(_currentPoint.Current), 0.2f, Color.blue);
MMDebug.DrawGizmoPoint(PointPosition(_previousPoint),0.2f,Color.red);
}
#endif
}
public virtual Vector3 PointPosition(int index)
{
return PointPosition(PathElements[index].PathElementPosition);
}
public virtual Vector3 PointPosition(Vector3 relativePointPosition)
{
switch (AlignmentMode)
{
case AlignmentModes.None:
return _originalTransformPosition + relativePointPosition;
case AlignmentModes.ThisRotation:
return _originalTransformPosition + this.transform.rotation * relativePointPosition;
case AlignmentModes.ParentRotation:
return _originalTransformPosition + this.transform.parent.rotation * relativePointPosition;
}
return Vector3.zero;
}
/// <summary>
/// Updates the original transform position.
/// </summary>
/// <param name="newOriginalTransformPosition">New original transform position.</param>
public virtual void UpdateOriginalTransformPosition(Vector3 newOriginalTransformPosition)
{
_originalTransformPosition = newOriginalTransformPosition;
}
/// <summary>
/// Gets the original transform position.
/// </summary>
/// <returns>The original transform position.</returns>
public virtual Vector3 GetOriginalTransformPosition()
{
return _originalTransformPosition;
}
/// <summary>
/// Sets the original transform position status.
/// </summary>
/// <param name="status">If set to <c>true</c> status.</param>
public virtual void SetOriginalTransformPositionStatus(bool status)
{
_originalTransformPositionStatus = status;
}
/// <summary>
/// Gets the original transform position status.
/// </summary>
/// <returns><c>true</c>, if original transform position status was gotten, <c>false</c> otherwise.</returns>
public virtual bool GetOriginalTransformPositionStatus()
{
return _originalTransformPositionStatus ;
}
}
}

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