Files
Convention-Unity-Demo/Assets/Scripts/MoreSpline/SplineNode.cs

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using System.Collections;
using Dreamteck.Splines;
using UnityEngine;
namespace Demo.Game
{
public class SplineNode : ScriptableObject
{
public static SplineNode Make()
{
return new GameObject("", typeof(Node)).AddComponent<SplineNode>();
}
public Node MyNode;
public float NodeSize = 1;
public Color NodeColor = Color.white;
public bool IsSetupNodeRotation = false;
public Vector3 NodeRotation = Vector3.zero;
public int MyNodeContent = 0;
public override IEnumerator LoadScript(string script)
{
MyNode = GetComponent<Node>();
yield return base.LoadScript(script);
}
public void AddTo(SplineCore core)
{
MyNodeContent = core.NodeContent;
core.MySplineComputer.SetPointColor(MyNodeContent, NodeColor);
core.MySplineComputer.SetPointSize(MyNodeContent, NodeSize);
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core.MySplineComputer.SetPointNormal(MyNodeContent, IsSetupNodeRotation ? NodeRotation.normalized : transform.up);
MyNode.AddConnection(core.MySplineComputer, MyNodeContent);
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}
/// <summary>
/// 设置节点大小默认为1
/// </summary>
/// <param name="size"></param>
[ScriptableCall(@"
<summary>
1
</summary>
<param name=""size""></param>
")]
public void SetNodeSize(string size)
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{
NodeSize = Parse(size);
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}
/// <summary>
/// 设置节点颜色,默认为(1,1,1,1)
/// </summary>
/// <param name="r"></param>
/// <param name="g"></param>
/// <param name="b"></param>
/// <param name="a"></param>
[ScriptableCall(@"
<summary>
(1,1,1,1)
</summary>
<param name=""r""></param>
<param name=""g""></param>
<param name=""b""></param>
<param name=""a""></param>
")]
public void SetNodeColor(string r, string g, string b, string a)
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{
NodeColor = new(Parse(r), Parse(g), Parse(b), Parse(a));
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}
/// <summary>
/// 设置节点旋转节点正面forward向量为法线
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
[ScriptableCall(@"
<summary>
forward向量为法线
</summary>
<param name=""x""></param>
<param name=""y""></param>
<param name=""z""></param>
")]
public void SetNodeRotation(string x, string y, string z)
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{
IsSetupNodeRotation = true;
this.transform.localEulerAngles = NodeRotation = new(Parse(x), Parse(y), Parse(z));
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}
}
}