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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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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