Singularity/Library/PackageCache/com.unity.2d.spriteshape@7.0.7/Samples~/Extras/Scripts/SimpleDraw.cs

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2024-05-06 14:45:45 -04:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
// Dynamic modification of spline to follow the path of mouse movement.
// This script is just a simplified demo to demonstrate the idea.
namespace SpriteShapeExtras
{
public class SimpleDraw : MonoBehaviour
{
public float minimumDistance = 1.0f;
private Vector3 lastPosition;
// Use this for initialization
void Start()
{
}
private static int NextIndex(int index, int pointCount)
{
return Mod(index + 1, pointCount);
}
private static int PreviousIndex(int index, int pointCount)
{
return Mod(index - 1, pointCount);
}
private static int Mod(int x, int m)
{
int r = x % m;
return r < 0 ? r + m : r;
}
private void Smoothen(SpriteShapeController sc, int pointIndex)
{
Vector3 position = sc.spline.GetPosition(pointIndex);
Vector3 positionNext = sc.spline.GetPosition(NextIndex(pointIndex, sc.spline.GetPointCount()));
Vector3 positionPrev = sc.spline.GetPosition(PreviousIndex(pointIndex, sc.spline.GetPointCount()));
Vector3 forward = gameObject.transform.forward;
float scale = Mathf.Min((positionNext - position).magnitude, (positionPrev - position).magnitude) * 0.33f;
Vector3 leftTangent = (positionPrev - position).normalized * scale;
Vector3 rightTangent = (positionNext - position).normalized * scale;
sc.spline.SetTangentMode(pointIndex, ShapeTangentMode.Continuous);
SplineUtility.CalculateTangents(position, positionPrev, positionNext, forward, scale, out rightTangent, out leftTangent);
sc.spline.SetLeftTangent(pointIndex, leftTangent);
sc.spline.SetRightTangent(pointIndex, rightTangent);
}
// Update is called once per frame
void Update()
{
var mp = Input.mousePosition;
mp.z = 10.0f;
mp = Camera.main.ScreenToWorldPoint(mp);
var dt = Mathf.Abs((mp - lastPosition).magnitude);
var md = (minimumDistance > 1.0f) ? minimumDistance : 1.0f;
if (Input.GetMouseButton(0) && dt > md)
{
var spriteShapeController = gameObject.GetComponent<SpriteShapeController>();
var spline = spriteShapeController.spline;
spline.InsertPointAt(spline.GetPointCount(), mp);
var newPointIndex = spline.GetPointCount() - 1;
Smoothen(spriteShapeController, newPointIndex - 1);
spline.SetHeight(newPointIndex, UnityEngine.Random.Range(0.1f, 2.0f));
lastPosition = mp;
}
}
}
}