将Spline移出Plugin,以调整SplineRenderer的OnWillCameraRender
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120
Assets/Dreamteck/Splines/Components/EdgeColliderGenerator.cs
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120
Assets/Dreamteck/Splines/Components/EdgeColliderGenerator.cs
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@@ -0,0 +1,120 @@
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using UnityEngine;
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using System.Collections;
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using System.Threading;
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namespace Dreamteck.Splines
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{
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[AddComponentMenu("Dreamteck/Splines/Users/Edge Collider Generator")]
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[RequireComponent(typeof(EdgeCollider2D))]
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public class EdgeColliderGenerator : SplineUser
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{
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public float offset
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{
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get { return _offset; }
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set
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{
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if (value != _offset)
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{
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_offset = value;
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Rebuild();
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}
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}
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}
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[SerializeField]
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[HideInInspector]
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private float _offset = 0f;
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[SerializeField]
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[HideInInspector]
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protected EdgeCollider2D edgeCollider;
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[SerializeField]
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[HideInInspector]
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protected Vector2[] vertices = new Vector2[0];
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[HideInInspector]
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public float updateRate = 0.1f;
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protected float lastUpdateTime = 0f;
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private bool updateCollider = false;
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protected override void Awake()
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{
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base.Awake();
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edgeCollider = GetComponent<EdgeCollider2D>();
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}
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protected override void Reset()
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{
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base.Reset();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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}
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protected override void LateRun()
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{
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base.LateRun();
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if (updateCollider)
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{
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if (edgeCollider != null)
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{
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if (Time.time - lastUpdateTime >= updateRate)
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{
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lastUpdateTime = Time.time;
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updateCollider = false;
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edgeCollider.points = vertices;
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}
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}
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}
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}
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protected override void Build()
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{
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base.Build();
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if (vertices.Length != sampleCount) vertices = new Vector2[sampleCount];
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bool hasOffset = offset != 0f;
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for (int i = 0; i < sampleCount; i++)
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{
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GetSample(i, ref evalResult);
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vertices[i] = evalResult.position;
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if (hasOffset)
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{
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Vector2 right = new Vector2(-evalResult.forward.y, evalResult.forward.x).normalized * evalResult.size;
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vertices[i] += right * offset;
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}
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}
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}
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protected override void PostBuild()
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{
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base.PostBuild();
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if (edgeCollider == null) return;
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for(int i = 0; i < vertices.Length; i++) vertices[i] = transform.InverseTransformPoint(vertices[i]);
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#if UNITY_EDITOR
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if (!Application.isPlaying || updateRate <= 0f)
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{
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edgeCollider.points = vertices;
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} else updateCollider = true;
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#else
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if(updateRate == 0f) edgeCollider.points = vertices;
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else updateCollider = true;
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#endif
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}
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}
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}
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