Files
MuHua-Core/Assets/ModuleFunction/ModuleBuilder/BuilderPlatePresetsToPlate.cs
T
2024-11-15 18:28:21 +08:00

43 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuilderPlatePresetsToPlate : ModuleBuilder<DataPlatePresets, DataPlate> {
protected override void Awake() => ModuleCore.PlatePresetsToPlate = this;
public override DataPlate To(DataPlatePresets origin) {
DataPlate dataPlate = new DataPlate();
dataPlate.points = ToDataPoint(dataPlate, origin.designPoints);
return dataPlate;
}
private List<DataPoint> ToDataPoint(DataPlate dataPlate, List<Vector3> list) {
List<DataPoint> points = new List<DataPoint>();
int maxIndex = list.Count - 1;
DataPoint start = new DataPoint(dataPlate);
start.frontBezier = list[0] + DataPointTool.DefaultBezier(list[0], list[maxIndex]);
start.position = list[0];
start.afterBezier = list[0] + DataPointTool.DefaultBezier(list[0], list[1]);
points.Add(start);
for (int i = 1; i < maxIndex; i++) {
DataPoint dataPoint = new DataPoint(dataPlate);
dataPoint.frontBezier = list[i] + DataPointTool.DefaultBezier(list[i], list[i - 1]);
dataPoint.position = list[i];
dataPoint.afterBezier = list[i] + DataPointTool.DefaultBezier(list[i], list[i + 1]);
points.Add(dataPoint);
}
DataPoint end = new DataPoint(dataPlate);
end.frontBezier = list[maxIndex] + DataPointTool.DefaultBezier(list[maxIndex], list[maxIndex - 1]);
end.position = list[maxIndex];
end.afterBezier = list[maxIndex] + DataPointTool.DefaultBezier(list[maxIndex], list[0]);
points.Add(end);
return points;
}
}