修改本体,添加CrossTrackPoint兼容层,兼容StaticTrack Hold,为难度选项扩增全屏可选,添加和调整某些谱面
Signed-off-by: TRADER_FOER <lhf190@outlook.com>
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@@ -295,7 +295,7 @@ namespace Dreamteck.Splines
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float anglePercent = (float)lon / sides;
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int index = bodyVertexCount + lon + (lat-1) * (sides + 1);
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, -Vector3.forward) * Quaternion.AngleAxis(latAngle, Vector3.up);
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_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * evalResult.size);
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_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * resultSize);
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_tsMesh.colors[index] = vertexColor;
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_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
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float baseV = startV + capLengthPercent * latitudePercent;
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@@ -360,7 +360,7 @@ namespace Dreamteck.Splines
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float anglePercent = (float)lon / sides;
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int index = bodyVertexCount + capVertexCount + lon + (lat - 1) * (sides + 1);
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, Vector3.forward) * Quaternion.AngleAxis(latAngle, -Vector3.up);
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_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * evalResult.size;
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_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * resultSize;
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_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
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_tsMesh.colors[index] = vertexColor;
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float baseV = startV + capLengthPercent * latitudePercent;
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@@ -231,7 +231,7 @@ namespace Dreamteck.Splines
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#endif
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input.transform.localScale = GetScale(input.transform.localScale);
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input.position = GetPosition(input.position);
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if (!input.isKinematic)
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if (input.bodyType != RigidbodyType2D.Kinematic)
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{
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#if UNITY_6000_OR_NEWER
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input.linearVelocity = HandleVelocity(input.linearVelocity);
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