代码合并
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class ModulePlateDesign : MonoBehaviour {
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/// <summary> 必须初始化 </summary>
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protected virtual void Awake() {
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ModuleCore.PlateDesign = this;
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}
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/// <summary> 核心模块 </summary>
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protected virtual ModuleCore ModuleCore => ModuleCore.I;
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/// <summary> 视图相机模块 </summary>
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protected virtual ModuleViewCamera ViewCamera => ModuleCore.PlateDesignViewCamera;
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/// <summary> 添加一个板片数据 </summary>
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public abstract void AddData(DataPlate data);
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#region 边缘点操作
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/// <summary> 是否有效的边缘点 </summary>
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public abstract bool IsValidEdgePoint { get; }
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/// <summary> 返回当前边缘点位置 </summary>
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public abstract Vector3 EdgePointPosition { get; }
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/// <summary> 选中一个边缘点 </summary>
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public abstract void SelectEdgePoint(Vector3 screenPosition);
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/// <summary> 改变边缘点位置 </summary>
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public abstract void ChangeEdgePoint(Vector3 localPosition);
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/// <summary> 插入一个边缘点 </summary>
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public abstract void InsertEdgePoint(Vector3 screenPosition);
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/// <summary> 释放边缘点 </summary>
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public abstract void ReleaseEdgePoint();
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#endregion
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#region 设计点操作
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/// <summary> 是否有效的设计点 </summary>
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public abstract bool IsValidDesignPoint { get; }
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/// <summary> 返回当前设计点位置 </summary>
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public abstract Vector3 DesignPointPosition { get; }
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/// <summary> 选中一个设计点 </summary>
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public abstract void SelectDesignPoint(Vector3 screenPosition);
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/// <summary> 改变设计点位置 </summary>
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public abstract void ChangeDesignPoint(Vector3 localPosition);
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/// <summary> 插入一个设计点 </summary>
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public abstract void InsertDesignPoint(Vector3 screenPosition);
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/// <summary> 释放设计点 </summary>
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public abstract void ReleaseDesignPoint();
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#endregion
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#region 贝塞尔曲线操作
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/// <summary> 是否有效的贝塞尔点 </summary>
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public abstract bool IsValidBezierPoint { get; }
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/// <summary> 返回当前贝塞尔点位置 </summary>
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public abstract Vector3 BezierPointPosition { get; }
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/// <summary> 选中一个贝塞尔点 </summary>
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public abstract void SelectBezierPoint(Vector3 screenPosition);
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/// <summary> 改变贝塞尔点位置 </summary>
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public abstract void ChangeBezierPoint(Vector3 localPosition);
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/// <summary> 释放贝塞尔点 </summary>
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public abstract void ReleaseBezierPoint();
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#endregion
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}
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