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Main/Assets/Plugins/ExternalLibs/iTween/iTweenPath.cs

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2025-01-25 04:38:09 +08:00
// Copyright (c) 2010 Bob Berkebile
// Please direct any bugs/comments/suggestions to http://www.pixelplacement.com
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using System.Collections.Generic;
using Thousandto.Core.Base;
using Thousandto.Core.Framework;
[AddComponentMenu("Pixelplacement/iTweenPath")]
public class iTweenPath : MonoBehaviour
{
public string pathName ="";
public Color pathColor = Color.cyan;
public List<Vector3> nodes = new List<Vector3>(){Vector3.zero, Vector3.zero};
public int nodeCount;
public static Dictionary<string, iTweenPath> paths = new Dictionary<string, iTweenPath>();
public bool initialized = false;
public string initialName = "";
public bool pathVisible = true;
void OnEnable(){
if(!paths.ContainsKey(pathName)){
paths.Add(pathName.ToLower(), this);
}
}
void OnDisable(){
paths.Remove(pathName.ToLower());
}
void OnDrawGizmosSelected(){
if(pathVisible){
if(nodes.Count > 0){
iTween.DrawPath(nodes.ToArray(), pathColor);
}
}
}
/// <summary>
/// Returns the visually edited path as a Vector3 array.
/// </summary>
/// <param name="requestedName">
/// A <see cref="System.String"/> the requested name of a path.
/// </param>
/// <returns>
/// A <see cref="Vector3[]"/>
/// </returns>
public static Vector3[] GetPath(string requestedName){
requestedName = requestedName.ToLower();
if(paths.ContainsKey(requestedName)){
return paths[requestedName].nodes.ToArray();
}else{
UnityEngine.Debug.Log( "No path with that name (" + requestedName + ") exists! Are you sure you wrote it correctly?" );
return null;
}
}
/// <summary>
/// Returns the reversed visually edited path as a Vector3 array.
/// </summary>
/// <param name="requestedName">
/// A <see cref="System.String"/> the requested name of a path.
/// </param>
/// <returns>
/// A <see cref="Vector3[]"/>
/// </returns>
public static Vector3[] GetPathReversed(string requestedName){
requestedName = requestedName.ToLower();
if(paths.ContainsKey(requestedName)){
List<Vector3> revNodes = paths[requestedName].nodes.GetRange(0,paths[requestedName].nodes.Count);
revNodes.Reverse();
return revNodes.ToArray();
}else{
UnityEngine.Debug.Log( "No path with that name (" + requestedName + ") exists! Are you sure you wrote it correctly?" );
return null;
}
}
}