using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DesignInsert : UnitMouseInput {
/// 查询边交点
public UnitFind find = new FindSideIntersectPoint();
public override void MouseDown(DataMouseInput data) {
if (!find.Find(data.WorldPosition, out SideIntersectPoint sip)) { return; }
Insert(sip.side, sip.side.plate, sip.side.aPoint, sip.side.bPoint, sip.intersectPoint);
}
private void Insert(DataPlateSide side, DataPlate plate, DataPlatePoint aPoint, DataPlatePoint bPoint, Vector3 position) {
//创建新的点
DataPlatePoint newPoint = new DataPlatePoint(plate);
newPoint.position = position - plate.dataDesign.position;
//改变关联的边B点,重置贝塞尔曲线
side.bPoint = newPoint;
side.OneRankBezier();
//创建新的边
DataPlateSide newSide = new DataPlateSide(plate);
newSide.aPoint = newPoint;
newSide.bPoint = bPoint;
newSide.OneRankBezier();
//插入边
int sideIndex = plate.plateSides.IndexOf(side);
plate.plateSides.Insert(sideIndex + 1, newSide);
//插入点
int pointIndex = plate.platePoints.IndexOf(aPoint);
plate.platePoints.Insert(pointIndex + 1, newPoint);
//更新数据
plate.UpdateVisual();
}
}