加载性能优化, 暂时放弃异步加载
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@@ -50,31 +50,33 @@ namespace Demo.Game
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public class SplineCore : ScriptableObject
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{
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protected override bool IsSelfEnableUpdate => false;
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public static SplineCore Make()
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{
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SplineCore result = new GameObject("").AddComponent<SplineCore>();
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var core = result.GetOrAddComponent<SplineComputer>();
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result.m_MySplineComputer = core;
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core.multithreaded = true;
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return result;
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}
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[Content] private SplineComputer m_MySplineComputer;
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[Content] public int NodeContent = 0;
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[Content] public readonly List<SplineNode> MySplineNodes = new();
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[Content] public List<SplineNode> MySplineNodes = new();
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[Content] public SplineComputer.SampleMode MySampleMode = default;
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[Content] public Spline.Type MyType = default;
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public bool IsClose = false;
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public SplineComputer MySplineComputer
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{
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get
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{
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if(m_MySplineComputer==null)
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m_MySplineComputer= GetComponent<SplineComputer>();
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return m_MySplineComputer;
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}
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}
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public SplineComputer MySplineComputer => m_MySplineComputer;
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//{
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// get
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// {
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// if (m_MySplineComputer == null)
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// m_MySplineComputer = this.GetComponent<SplineComputer>();
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// return m_MySplineComputer;
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// }
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//}
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/// <summary>
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/// <see cref="SplineCore"/>需要在子<see cref="SplineNode"/>都添加后再应用脚本才能使得节点生效
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@@ -1,4 +1,5 @@
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using System.Collections;
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using Convention;
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using Dreamteck.Splines;
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using UnityEngine;
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@@ -10,7 +11,9 @@ namespace Demo.Game
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public static SplineNode Make()
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{
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return new GameObject("", typeof(Node)).AddComponent<SplineNode>();
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var node = new GameObject("", typeof(Node)).AddComponent<SplineNode>();
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node.m_MyNode = node.GetOrAddComponent<Node>();
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return node;
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}
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private Node m_MyNode;
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@@ -21,15 +24,7 @@ namespace Demo.Game
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public int MyNodeContent = 0;
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public Node MyNode
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{
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get
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{
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if (m_MyNode == null)
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m_MyNode = GetComponent<Node>();
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return m_MyNode;
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}
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}
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public Node MyNode => m_MyNode;
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public void AddTo(SplineCore core)
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{
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