将Spline移出Plugin,以调整SplineRenderer的OnWillCameraRender
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162
Assets/Dreamteck/Splines/Editor/SplinePreset.cs
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162
Assets/Dreamteck/Splines/Editor/SplinePreset.cs
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namespace Dreamteck.Splines.Editor
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{
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using UnityEngine;
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using System.IO;
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[System.Serializable]
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public struct S_Vector3
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{
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public float x, y, z;
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public Vector3 vector
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{
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get { return new Vector3(x, y, z); }
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set { }
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}
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public S_Vector3(Vector3 input)
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{
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x = input.x;
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y = input.y;
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z = input.z;
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}
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}
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[System.Serializable]
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public struct S_Color
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{
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public float r, g, b, a;
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public Color color
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{
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get { return new Color(r, g, b, a); }
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set { }
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}
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public S_Color(Color input)
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{
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r = input.r;
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g = input.g;
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b = input.b;
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a = input.a;
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}
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}
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[System.Serializable]
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public class SplinePreset
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{
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[SerializeField]
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private S_Vector3[] points_position = new S_Vector3[0];
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[SerializeField]
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private S_Vector3[] points_tanget = new S_Vector3[0];
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[SerializeField]
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private S_Vector3[] points_tangent2 = new S_Vector3[0];
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[SerializeField]
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private S_Vector3[] points_normal = new S_Vector3[0];
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[SerializeField]
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private S_Color[] points_color = new S_Color[0];
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[SerializeField]
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private float[] points_size = new float[0];
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[SerializeField]
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private SplinePoint.Type[] points_type = new SplinePoint.Type[0];
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[System.NonSerialized]
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protected SplineComputer computer;
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[System.NonSerialized]
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public Vector3 origin = Vector3.zero;
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public bool isClosed = false;
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public string filename = "";
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public string name = "";
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public string description = "";
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public Spline.Type type = Spline.Type.Bezier;
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private static string path = "";
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public SplinePoint[] points
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{
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get
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{
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SplinePoint[] p = new SplinePoint[points_position.Length];
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for (int i = 0; i < p.Length; i++)
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{
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p[i].type = points_type[i];
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p[i].position = points_position[i].vector;
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p[i].tangent = points_tanget[i].vector;
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p[i].tangent2 = points_tangent2[i].vector;
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p[i].normal = points_normal[i].vector;
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p[i].color = points_color[i].color;
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p[i].size = points_size[i];
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}
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return p;
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}
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}
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public SplinePreset(SerializedSplinePoint[] p, bool closed, Spline.Type t)
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{
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points_position = new S_Vector3[p.Length];
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points_tanget = new S_Vector3[p.Length];
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points_tangent2 = new S_Vector3[p.Length];
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points_normal = new S_Vector3[p.Length];
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points_color = new S_Color[p.Length];
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points_size = new float[p.Length];
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points_type = new SplinePoint.Type[p.Length];
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for (int i = 0; i < p.Length; i++)
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{
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points_position[i] = new S_Vector3(p[i].position);
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points_tanget[i] = new S_Vector3(p[i].tangent);
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points_tangent2[i] = new S_Vector3(p[i].tangent2);
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points_normal[i] = new S_Vector3(p[i].normal);
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points_color[i] = new S_Color(p[i].color);
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points_size[i] = p[i].size;
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points_type[i] = p[i].type;
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}
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isClosed = closed;
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type = t;
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path = ResourceUtility.FindFolder(Application.dataPath, "Dreamteck/Splines/Presets");
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}
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public void Save(string name)
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{
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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FileStream file = File.Create(path + "/" + name + ".jsp");
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byte[] bytes = System.Text.ASCIIEncoding.ASCII.GetBytes(JsonUtility.ToJson(this));
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file.Write(bytes, 0, bytes.Length);
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file.Close();
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}
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public static void Delete(string filename)
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{
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path = ResourceUtility.FindFolder(Application.dataPath, "Dreamteck/Splines/Presets");
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if (!Directory.Exists(path))
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{
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Debug.LogError("Directory " + path + " does not exist");
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return;
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}
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File.Delete(path + "/" + filename);
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}
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public static SplinePreset[] LoadAll()
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{
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path = ResourceUtility.FindFolder(Application.dataPath, "Dreamteck/Splines/Presets");
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if (!Directory.Exists(path))
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{
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Debug.LogError("Directory " + path + " does not exist");
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return null;
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}
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string[] files = Directory.GetFiles(path, "*.jsp");
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SplinePreset[] presets = new SplinePreset[files.Length];
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for (int i = 0; i < files.Length; i++)
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{
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FileStream file = File.Open(files[i], FileMode.Open);
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byte[] bytes = new byte[file.Length];
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file.Read(bytes, 0, bytes.Length);
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string json = System.Text.ASCIIEncoding.ASCII.GetString(bytes);
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presets[i] = JsonUtility.FromJson<SplinePreset>(json);
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file.Close();
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}
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return presets;
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}
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}
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}
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