using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UnityEditor.U2D.Path { public enum TangentMode { Linear = 0, Continuous = 1, Broken = 2 } [Serializable] public struct TangentCache { public Vector3 leftTangent; public Vector3 rightTangent; } [Serializable] public struct ControlPoint { public Vector3 position; public Vector3 localLeftTangent; public Vector3 localRightTangent; public TangentMode tangentMode; public TangentCache continuousCache; public TangentCache brokenCache; public bool mirrorLeft; public Vector3 leftTangent { get { return localLeftTangent + position; } set { localLeftTangent = value - position; } } public Vector3 rightTangent { get { return localRightTangent + position; } set { localRightTangent = value - position; } } public void StoreTangents() { if (tangentMode == TangentMode.Continuous) { continuousCache.leftTangent = localLeftTangent; continuousCache.rightTangent = localRightTangent; } else if (tangentMode == TangentMode.Broken) { brokenCache.leftTangent = localLeftTangent; brokenCache.rightTangent = localRightTangent; } } public void RestoreTangents() { if (tangentMode == TangentMode.Continuous) { localLeftTangent = continuousCache.leftTangent; localRightTangent = continuousCache.rightTangent; } else if (tangentMode == TangentMode.Broken) { localLeftTangent = brokenCache.leftTangent; localRightTangent = brokenCache.rightTangent; } } } }