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Convention-Unity-Demo/Assets/Scripts/MoreSpline/Updatement/SplineMovement.cs

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2025-09-25 19:04:05 +08:00
using System.Collections;
using Convention;
using Convention.WindowsUI.Variant;
using Dreamteck.Splines;
using UnityEngine;
namespace Demo.Game
{
public class SplineMovement : BasicSplineJustFollow
{
public static SplineMovement Make()
{
return new GameObject().AddComponent<SplineMovement>();
}
private SplineRenderer MySplineRenderer;
/// <summary>
/// 设置为仅跟随将会被动的跟随spline运动
/// 这在多个脚本都绑定在同一个spline计算核心上时非常有用
/// </summary>
[Content, SerializeField] private bool IsJustFollow = false;
[Content, SerializeField] private double Cache = 0;
protected override void UpdateData(float data)
{
Cache = MySplineCore.MySplineComputer.Evaluate(data).percent;
UpdateTarget.transform.position = MySplineCore.MySplineComputer.EvaluatePosition(data);
}
private SceneGameWindow SceneStats;
public override IEnumerator LoadScript(string script)
{
SceneStats = FindObjectOfType<SceneGameWindow>();
yield return base.LoadScript(script);
if (GetRoot().RootGameController.IsHideTrackRender == false)
{
if (MySplineCore == null)
yield break;
var splineGameObject = MySplineCore.gameObject;
splineGameObject.GetOrAddComponent<MeshFilter>();
var meshRenderer = splineGameObject.GetOrAddComponent<MeshRenderer>();
meshRenderer.enabled = true;
meshRenderer.material = Resources.Load<Material>("Line/Dash");
MySplineRenderer = splineGameObject.AddComponent<SplineRenderer>();
MySplineRenderer.spline = MySplineCore.MySplineComputer;
MySplineRenderer.uvMode = MeshGenerator.UVMode.UniformClip;
MySplineRenderer.Rebuild();
}
}
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{
base.UpdateTicks(currentTime, deltaTime, tickType);
if (GetRoot().RootGameController.IsHideTrackRender == false)
{
if (IsJustFollow == false)
{
if (SceneStats.IsSelectSceneCamera || tickType == TickType.Pause || tickType == TickType.Reset)
{
MySplineCore.gameObject.GetComponent<MeshRenderer>().enabled = true;
MySplineCore.gameObject.GetComponent<SplineRenderer>().Rebuild();
}
else if (tickType == TickType.Start)
{
MySplineCore.gameObject.GetComponent<MeshRenderer>().enabled = false;
}
//不为跟随模式时需要自己更新clip
if (tickType == TickType.Update || tickType == TickType.Reset)
{
MySplineRenderer.clipFrom = Cache;
}
}
else
{
}
}
}
public override IEnumerator UnloadScript()
{
if (GetRoot().RootGameController.IsHideTrackRender == false)
{
var splineGameObject = MySplineCore.gameObject;
Destroy(splineGameObject.GetComponent<SplineRenderer>());
Destroy(splineGameObject.GetComponent<MeshRenderer>());
Destroy(splineGameObject.GetComponent<MeshFilter>());
MySplineCore = null;
MySplineRenderer = null;
}
yield return base.UnloadScript();
}
/// <summary>
/// 设置为仅跟随将会被动的跟随spline运动
/// 这在多个脚本都绑定在同一个spline计算核心上时非常有用
/// </summary>
[Convention.RScript.Variable.Attr.Method]
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public void JustFollow()
{
IsJustFollow = true;
}
}
}