将Spline移出Plugin,以调整SplineRenderer的OnWillCameraRender

This commit is contained in:
SoulliesOfficial
2025-03-01 22:58:20 -05:00
parent 860d7393fb
commit 5d775ae687
529 changed files with 237 additions and 119 deletions

View File

@@ -0,0 +1,66 @@
using UnityEngine;
using System.Collections;
namespace Dreamteck
{
[System.Serializable]
public class TS_Bounds
{
public Vector3 center = Vector3.zero;
public Vector3 extents = Vector3.zero;
public Vector3 max = Vector3.zero;
public Vector3 min = Vector3.zero;
public Vector3 size = Vector3.zero;
public TS_Bounds()
{
}
public TS_Bounds(Bounds bounds)
{
center = bounds.center;
extents = bounds.extents;
max = bounds.max;
min = bounds.min;
size = bounds.size;
}
public TS_Bounds(Vector3 c, Vector3 s)
{
center = c;
size = s;
extents = s / 2;
max = center + extents;
min = center - extents;
}
public TS_Bounds(Vector3 min, Vector3 max, Vector3 center)
{
size = new Vector3(max.x - min.x, max.y - min.y, max.z - min.z);
extents = size / 2f;
this.min = min;
this.max = max;
this.center = center;
}
public void CreateFromMinMax(Vector3 min, Vector3 max)
{
size.x = max.x - min.x;
size.y = max.y - min.y;
size.z = max.z - min.z;
extents = size / 2f;
this.min = min;
this.max = max;
center = (Vector3.Lerp(min, max, 0.5f));
}
public bool Contains(Vector3 point)
{
if (point.x < min.x || point.x > max.x) return false;
if (point.y < min.y || point.y > max.y) return false;
if (point.z < min.z || point.z > max.z) return false;
return true;
}
}
}