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