350 lines
12 KiB
C#
350 lines
12 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Dreamteck.Splines
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{
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[System.Serializable]
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public class TransformModule : ISerializationCallbackReceiver
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{
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public Vector2 offset
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{
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get { return _offset; }
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set
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{
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if (value != _offset)
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{
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_offset = value;
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_hasOffset = _offset != Vector2.zero;
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if (targetUser != null)
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{
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targetUser.Rebuild();
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}
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}
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}
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}
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public Vector3 rotationOffset
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{
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get { return _rotationOffset; }
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set
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{
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if (value != _rotationOffset)
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{
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_rotationOffset = value;
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_hasRotationOffset = _rotationOffset != Vector3.zero;
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if (targetUser != null)
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{
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targetUser.Rebuild();
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}
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}
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}
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}
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public bool hasOffset
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{
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get { return _hasOffset; }
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}
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public bool hasRotationOffset
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{
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get { return _hasRotationOffset; }
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}
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public Vector3 baseScale
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{
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get { return _baseScale; }
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set
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{
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if (value != _baseScale)
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{
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_baseScale = value;
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if (targetUser != null)
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{
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targetUser.Rebuild();
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}
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}
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}
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}
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public bool is2D
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{
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get { return _2dMode; }
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set
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{
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_2dMode = value;
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}
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}
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[SerializeField]
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[HideInInspector]
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private bool _hasOffset = false;
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[SerializeField]
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[HideInInspector]
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private bool _hasRotationOffset = false;
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[SerializeField]
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[HideInInspector]
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private Vector2 _offset;
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[SerializeField]
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[HideInInspector]
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private Vector3 _rotationOffset = Vector3.zero;
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[SerializeField]
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[HideInInspector]
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private Vector3 _baseScale = Vector3.one;
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[SerializeField]
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[HideInInspector]
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private bool _2dMode = false;
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public enum VelocityHandleMode { Zero, Preserve, Align, AlignRealistic }
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public VelocityHandleMode velocityHandleMode = VelocityHandleMode.Zero;
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public SplineSample splineResult
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{
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get
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{
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return _splineResult;
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}
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set
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{
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_splineResult = value;
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}
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}
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private SplineSample _splineResult;
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public bool applyPositionX = true;
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public bool applyPositionY = true;
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public bool applyPositionZ = true;
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public bool applyPosition2D = true;
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public bool retainLocalPosition = false;
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public Spline.Direction direction = Spline.Direction.Forward;
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public bool applyPosition
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{
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get
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{
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if (_2dMode)
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{
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return applyPosition2D;
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}
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return applyPositionX || applyPositionY || applyPositionZ;
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}
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set
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{
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applyPositionX = applyPositionY = applyPositionZ = applyPosition2D = value;
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}
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}
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public bool applyRotationX = true;
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public bool applyRotationY = true;
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public bool applyRotationZ = true;
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public bool applyRotation2D = true;
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public bool retainLocalRotation = false;
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public bool applyRotation
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{
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get
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{
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if (_2dMode)
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{
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return applyRotation2D;
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}
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return applyRotationX || applyRotationY || applyRotationZ;
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}
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set
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{
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applyRotationX = applyRotationY = applyRotationZ = applyRotation2D = value;
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}
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}
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public bool applyScaleX = false;
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public bool applyScaleY = false;
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public bool applyScaleZ = false;
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public bool applyScale
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{
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get
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{
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return applyScaleX || applyScaleY || applyScaleZ;
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}
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set
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{
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applyScaleX = applyScaleY = applyScaleZ = value;
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}
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}
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[HideInInspector]
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public SplineUser targetUser = null;
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//These are used to save allocations
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private static Vector3 position = Vector3.zero;
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private static Quaternion rotation = Quaternion.identity;
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public void ApplyTransform(Transform input)
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{
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input.position = GetPosition(input.position);
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input.rotation = GetRotation(input.rotation);
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input.localScale = GetScale(input.localScale);
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}
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public void ApplyRigidbody(Rigidbody input)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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ApplyTransform(input.transform);
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return;
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}
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#endif
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input.transform.localScale = GetScale(input.transform.localScale);
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input.MovePosition(GetPosition(input.position));
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input.velocity = HandleVelocity(input.velocity);
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input.MoveRotation(GetRotation(input.rotation));
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Vector3 angularVelocity = input.angularVelocity;
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if (applyRotationX)
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{
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angularVelocity.x = 0f;
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}
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if (applyRotationY)
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{
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angularVelocity.y = 0f;
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}
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if (applyRotationZ || applyRotation2D)
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{
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angularVelocity.z = 0f;
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}
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input.angularVelocity = angularVelocity;
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}
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public void ApplyRigidbody2D(Rigidbody2D input)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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ApplyTransform(input.transform);
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input.transform.rotation = Quaternion.AngleAxis(GetRotation(Quaternion.Euler(0f, 0f, input.rotation)).eulerAngles.z, Vector3.forward);
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return;
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}
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#endif
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input.transform.localScale = GetScale(input.transform.localScale);
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input.position = GetPosition(input.position);
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input.velocity = HandleVelocity(input.velocity);
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input.rotation = GetRotation(Quaternion.Euler(0f, 0f, input.rotation)).eulerAngles.z;
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if (applyRotationX)
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{
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input.angularVelocity = 0f;
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}
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}
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Vector3 HandleVelocity(Vector3 velocity)
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{
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Vector3 idealVelocity = Vector3.zero;
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Vector3 direction = Vector3.right;
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switch (velocityHandleMode)
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{
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case VelocityHandleMode.Preserve: idealVelocity = velocity; break;
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case VelocityHandleMode.Align:
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direction = _splineResult.forward;
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if (Vector3.Dot(velocity, direction) < 0f) direction *= -1f;
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idealVelocity = direction * velocity.magnitude; break;
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case VelocityHandleMode.AlignRealistic:
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direction = _splineResult.forward;
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if (Vector3.Dot(velocity, direction) < 0f) direction *= -1f;
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idealVelocity = direction * velocity.magnitude * Vector3.Dot(velocity.normalized, direction); break;
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}
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if (applyPositionX) velocity.x = idealVelocity.x;
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if (applyPositionY) velocity.y = idealVelocity.y;
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if (applyPositionZ) velocity.z = idealVelocity.z;
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return velocity;
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}
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private Vector3 GetPosition(Vector3 inputPosition)
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{
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position = _splineResult.position;
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Vector2 finalOffset = _offset;
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if (finalOffset != Vector2.zero)
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{
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position += _splineResult.right * finalOffset.x * _splineResult.size + _splineResult.up * finalOffset.y * _splineResult.size;
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}
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if (retainLocalPosition)
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{
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Matrix4x4 matrix = Matrix4x4.TRS(position, _splineResult.rotation, Vector3.one);
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Vector3 splineLocalPosition = matrix.inverse.MultiplyPoint3x4(targetUser.transform.position);
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splineLocalPosition.x = applyPositionX ? 0f : splineLocalPosition.x;
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splineLocalPosition.y = applyPositionY ? 0f : splineLocalPosition.y;
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splineLocalPosition.z = applyPositionZ ? 0f : splineLocalPosition.z;
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inputPosition = matrix.MultiplyPoint3x4(splineLocalPosition);
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} else
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{
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if (applyPositionX) inputPosition.x = position.x;
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if (applyPositionY) inputPosition.y = position.y;
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if (applyPositionZ) inputPosition.z = position.z;
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}
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return inputPosition;
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}
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private Quaternion GetRotation(Quaternion inputRotation)
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{
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rotation = Quaternion.LookRotation(_splineResult.forward * (direction == Spline.Direction.Forward ? 1f : -1f), _splineResult.up);
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if (_2dMode)
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{
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if (applyRotation2D)
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{
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rotation *= Quaternion.Euler(90, -90, 0);
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inputRotation = Quaternion.AngleAxis(rotation.eulerAngles.z + _rotationOffset.z, Vector3.forward);
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}
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return inputRotation;
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}
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else
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{
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if (_rotationOffset != Vector3.zero)
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{
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rotation = rotation * Quaternion.Euler(_rotationOffset);
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}
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}
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if (retainLocalRotation)
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{
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Quaternion localRotation = Quaternion.Inverse(rotation) * inputRotation;
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Vector3 targetEuler = localRotation.eulerAngles;
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targetEuler.x = applyRotationX ? 0f : targetEuler.x;
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targetEuler.y = applyRotationY ? 0f : targetEuler.y;
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targetEuler.z = applyRotationZ ? 0f : targetEuler.z;
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inputRotation = rotation * Quaternion.Euler(targetEuler);
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} else
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{
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if (!applyRotationX || !applyRotationY || !applyRotationZ)
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{
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Vector3 targetEuler = rotation.eulerAngles;
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Vector3 sourceEuler = inputRotation.eulerAngles;
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if (!applyRotationX) targetEuler.x = sourceEuler.x;
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if (!applyRotationY) targetEuler.y = sourceEuler.y;
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if (!applyRotationZ) targetEuler.z = sourceEuler.z;
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inputRotation.eulerAngles = targetEuler;
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}
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else
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{
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inputRotation = rotation;
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}
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}
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return inputRotation;
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}
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private Vector3 GetScale(Vector3 inputScale)
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{
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if (applyScaleX) inputScale.x = _baseScale.x * _splineResult.size;
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if (applyScaleY) inputScale.y = _baseScale.y * _splineResult.size;
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if (applyScaleZ) inputScale.z = _baseScale.z * _splineResult.size;
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return inputScale;
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}
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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_hasRotationOffset = _rotationOffset != Vector3.zero;
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_hasOffset = _offset != Vector2.zero;
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}
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}
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}
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