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