代码合并
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using System;
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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 class DataDesignPoint {
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public readonly DataPlate dataPlate;
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public DataDesignPoint(DataPlate dataPlate) { this.dataPlate = dataPlate; }
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public int index;
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public Vector2 postiton;
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public Vector2 leftBezier;//贝塞尔曲线左(逆时针+)
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public Vector2 rightBezier;//贝塞尔曲线右(顺时针-)
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public List<Vector2> edgePoints = new List<Vector2>();
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}
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fileFormatVersion: 2
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using System;
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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 class PrefabBezierPoint : MonoBehaviour {
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public LineRenderer bezierLine;
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private Vector2 position;
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private DataDesignPoint value;
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private Action<Vector2> callback;
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public DataPlate DataPlate => value.dataPlate;
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public Vector2 Position => position + value.postiton;
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public void SetValue(DataDesignPoint value, Action<Vector2> callback) {
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this.value = value;
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this.callback = callback;
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}
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public void SetPosition(Vector2 position) {
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this.position = position;
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float lx = position.x * 50;
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float ly = position.y * 50;
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transform.localPosition = new Vector3(lx, ly, transform.localPosition.z);
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bezierLine.SetPosition(1, position);
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}
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public void Change(Vector2 localPosition) {
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Vector2 position = localPosition - value.postiton;
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SetPosition(position);
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callback?.Invoke(position);
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}
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}
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serializedVersion: 2
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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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using MuHua;
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public class PrefabDesignPoint : MonoBehaviour, ITemplate<DataDesignPoint> {
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public LineRenderer lineRenderer;
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public EdgeCollider2D edgeCollider;
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public PrefabBezierPoint bezierPoint1;
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public PrefabBezierPoint bezierPoint2;
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private DataDesignPoint value;
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public int Index => value.index;
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public Vector2 Position => value.postiton;
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public List<Vector2> EdgePoints => value.edgePoints;
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public DataPlate DataPlate => value.dataPlate;
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public int MaxIndex => DataPlate.designPoints.Count;
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public int NextIndex => DataPlateTool.NormalIndex(Index + 1, MaxIndex);
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public void SetValue(DataDesignPoint value) {
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this.value = value;
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bezierPoint1.SetValue(value, (obj) => { value.leftBezier = obj; });
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bezierPoint2.SetValue(value, (obj) => { value.rightBezier = obj; });
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DataPlate.OnChangeDesignPoint += DataPlate_OnChangeDesignPoint;
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DataPlate_OnChangeDesignPoint(Index);
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}
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private void OnDestroy() {
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DataPlate.OnChangeDesignPoint -= DataPlate_OnChangeDesignPoint;
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}
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private void DataPlate_OnChangeDesignPoint(int index) {
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if (index != Index) { return; }
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transform.localPosition = Position;
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//添加全部点
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int maxIndex = EdgePoints.Count + 1;
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lineRenderer.positionCount = maxIndex;
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Vector2[] vectors = new Vector2[maxIndex];
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for (int i = 0; i < EdgePoints.Count; i++) {
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Vector2 position = EdgePoints[i] - Position;
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lineRenderer.SetPosition(i, position);
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vectors[i] = position;
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}
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//添加最后一个点
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int last = maxIndex - 1;
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DataDesignPoint nextDesignPoint = DataPlate.FindDesignPoint(NextIndex);
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Vector2 position2 = nextDesignPoint.postiton - Position;
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lineRenderer.SetPosition(last, position2);
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vectors[last] = position2;
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//更新2D线段碰撞器
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edgeCollider.points = vectors;
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//更新贝塞尔曲线
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bezierPoint1.SetPosition(value.leftBezier);
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bezierPoint2.SetPosition(value.rightBezier);
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}
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}
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fileFormatVersion: 2
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guid: 76c13895912b8cd48a099779cbd0af65
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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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using UnityEngine.UIElements;
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public class DataMouseInput {
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public Vector3 ScreenPosition;
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public float ScrollWheel;
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public DataMouseInput(MouseDownEvent evt) {
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ScreenPosition = evt.localMousePosition;
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}
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public DataMouseInput(MouseMoveEvent evt) {
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ScreenPosition = evt.localMousePosition;
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}
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public DataMouseInput(MouseUpEvent evt) {
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ScreenPosition = evt.localMousePosition;
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}
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public DataMouseInput(MouseOutEvent evt) {
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ScreenPosition = evt.localMousePosition;
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}
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public DataMouseInput(WheelEvent evt) {
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ScreenPosition = evt.localMousePosition;
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ScrollWheel = evt.delta.y;
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}
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}
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fileFormatVersion: 2
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@@ -0,0 +1,8 @@
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using System;
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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 class DataPlate {
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public Action OnChange;
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public Action<int> OnChangeDesignPoint;
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public Action<int> OnChangeEdgePoint;
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/// <summary> 边缘平滑度 </summary>
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public float edgeSmooth = 0.01f;
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/// <summary> 设计点 </summary>
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public List<DataDesignPoint> designPoints = new List<DataDesignPoint>();
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/// <summary> 模型中心点偏移 </summary>
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public Vector3 centerOffset;
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/// <summary> 边缘点 </summary>
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public List<Vector2> edgePoints = new List<Vector2>();
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//平面网格数据
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/// <summary> 顶点 </summary>
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public List<Vector3> vertices = new List<Vector3>();
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/// <summary> UV </summary>
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public List<Vector2> uv = new List<Vector2>();
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/// <summary> 三角形 </summary>
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public List<int> triangles = new List<int>();
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}
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fileFormatVersion: 2
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guid: 7f57f20fad19ed740adccdb0da9c4469
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@@ -0,0 +1,61 @@
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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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using MuHua;
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public class PrefabPlate : MonoBehaviour, ITemplate<DataPlate> {
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public Transform DesignPointParent;
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public Transform DesignPointTemplate;
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public Transform PlateEdgeParent;
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public Transform PlateEdgeTemplate;
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private DataPlate value;
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private Vector3 localPosition;
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public MeshFilter MeshFilter => GetComponent<MeshFilter>();
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public MeshCollider MeshCollider => GetComponent<MeshCollider>();
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public ModuleViewCamera viewCamera => ModuleCore.I.PlateDesignViewCamera;
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public void SetValue(DataPlate value) {
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this.value = value;
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localPosition = viewCamera.CurrentViewSpaceCenter;
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value.OnChange += DataPlate_OnChange;
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value.Compute();
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}
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private void OnDestroy() {
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value.OnChange -= DataPlate_OnChange;
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}
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public void DataPlate_OnChange() {
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CreateDesignPoint();
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//CreatePrefabEdgePoint();
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CreatePolygonMesh();
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//重置坐标
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transform.localPosition = localPosition + value.centerOffset;
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localPosition = transform.localPosition;
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}
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/// <summary> 生成设计点 </summary>
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private void CreateDesignPoint() {
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DesignPointParent.Instantiate(DesignPointTemplate, value.designPoints);
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}
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/// <summary> 生成边缘点 </summary>
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private void CreatePrefabEdgePoint() {
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PlateEdgeParent.DestroySon(PlateEdgeTemplate);
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for (int i = 0; i < value.edgePoints.Count; i++) {
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Transform temp = Instantiate(PlateEdgeTemplate, PlateEdgeParent);
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temp.gameObject.SetActive(true);
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PrefabPlateEdge plateEdge = temp.GetComponent<PrefabPlateEdge>();
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plateEdge.SetValue(i, value);
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}
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}
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/// <summary> 生成网格 </summary>
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private void CreatePolygonMesh() {
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Mesh mesh = new Mesh();
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mesh.vertices = value.vertices.ToArray();
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mesh.uv = value.uv.ToArray();
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mesh.triangles = value.triangles.ToArray();
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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mesh.RecalculateTangents();
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MeshFilter.mesh = mesh;
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MeshCollider.sharedMesh = mesh;
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}
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}
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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@@ -0,0 +1,34 @@
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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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using MuHua;
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public class PrefabPlateEdge : MonoBehaviour {
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public LineRenderer lineRenderer;
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public EdgeCollider2D edgeCollider;
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[HideInInspector] public int index;
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[HideInInspector] public DataPlate value;
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public int MaxIndex => value.edgePoints.Count;
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public int NextIndex => DataPlateTool.NormalIndex(index + 1, MaxIndex);
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public Vector3 CurrentPosition => value.FindEdgePoint(index);
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public Vector3 NextPosition => value.FindEdgePoint(NextIndex);
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public void SetValue(int index, DataPlate value) {
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this.index = index;
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this.value = value;
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value.OnChangeEdgePoint += UpdateLineRenderer;
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UpdateLineRenderer(index);
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}
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private void OnDestroy() {
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value.OnChangeEdgePoint -= UpdateLineRenderer;
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}
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public void UpdateLineRenderer(int index) {
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if (index != this.index && index != NextIndex) { return; }
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transform.localPosition = CurrentPosition;
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Vector3 direction = NextPosition - CurrentPosition;
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lineRenderer.SetPosition(1, direction);
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edgeCollider.points = new Vector2[] { Vector2.zero, direction };
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}
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}
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defaultReferences: []
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userData:
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@@ -0,0 +1,31 @@
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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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[CreateAssetMenu(fileName = "PresetsPlate", menuName = "数据模块/预设模板")]
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public class DataPresetsPlate : ScriptableObject {
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public List<Vector2> designPoints;
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public DataPlate ToPlate() {
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DataPlate data = new DataPlate();
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data.designPoints = new List<DataDesignPoint>();
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int maxIndex = designPoints.Count;
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for (int i = 0; i < designPoints.Count; i++) {
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Vector2 position = designPoints[i];
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int left = DataPlateTool.NormalIndex(i + 1, maxIndex);
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int right = DataPlateTool.NormalIndex(i - 1, maxIndex);
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Vector2 leftBezier = (designPoints[left] - position) * 0.5f;
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Vector2 rightBezier = (designPoints[right] - position) * 0.5f;
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DataDesignPoint designPoint = CreateDataDesignPoint(i, position, data);
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designPoint.leftBezier = leftBezier;
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designPoint.rightBezier = rightBezier;
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data.designPoints.Add(designPoint);
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}
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return data;
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}
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private DataDesignPoint CreateDataDesignPoint(int index, Vector2 position, DataPlate data) {
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DataDesignPoint designPoint = new DataDesignPoint(data);
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designPoint.index = index;
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designPoint.postiton = position;
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return designPoint;
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}
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}
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@@ -0,0 +1,11 @@
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Block a user