256 lines
7.2 KiB
C#
256 lines
7.2 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System;
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namespace Dreamteck.Splines
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{
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[AddComponentMenu("Dreamteck/Splines/Users/Spline Positioner")]
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[ExecuteInEditMode]
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public class SplinePositioner : SplineTracer
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{
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public enum Mode { Percent, Distance }
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public GameObject targetObject
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{
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get
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{
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if (_targetObject == null) return gameObject;
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return _targetObject;
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}
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set
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{
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if (value != _targetObject)
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{
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_targetObject = value;
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RefreshTargets();
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Rebuild();
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}
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}
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}
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public SplineTracer followTarget
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{
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get { return _followTarget; }
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set
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{
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if(value != _followTarget)
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{
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if(_followTarget != null)
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{
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_followTarget.onMotionApplied -= OnFollowTargetMotionApplied;
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}
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if(value == this)
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{
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Debug.Log("You should not be assigning a self-reference to the followTarget field.");
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return;
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}
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_followTarget = value;
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if(_followTarget != null)
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{
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_followTarget.onMotionApplied += OnFollowTargetMotionApplied;
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OnFollowTargetMotionApplied();
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}
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}
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}
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}
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public float followTargetDistance
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{
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get { return _followTargetDistance; }
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set
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{
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if(value != _followTargetDistance)
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{
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_followTargetDistance = value;
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if(followTarget != null)
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{
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OnFollowTargetMotionApplied();
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}
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}
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}
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}
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public bool followLoop
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{
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get { return _followLoop; }
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set
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{
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if (value != _followLoop)
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{
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_followLoop = value;
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if (followTarget != null)
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{
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OnFollowTargetMotionApplied();
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}
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}
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}
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}
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public Spline.Direction followTargetDirection
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{
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get { return _followTargetDirection; }
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set
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{
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if (value != _followTargetDirection)
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{
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_followTargetDirection = value;
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if (followTarget != null)
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{
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OnFollowTargetMotionApplied();
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}
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}
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}
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}
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public double position
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{
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get
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{
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return _result.percent;
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}
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set
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{
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if (value != _position)
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{
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_position = (float)value;
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if (mode == Mode.Distance)
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{
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SetDistance(_position, true, true);
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}
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else
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{
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SetPercent(value, true, true);
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}
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}
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}
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}
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public Mode mode
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{
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get { return _mode; }
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set
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{
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if (value != _mode)
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{
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_mode = value;
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Rebuild();
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}
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}
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}
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[SerializeField]
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[HideInInspector]
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private GameObject _targetObject;
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[SerializeField]
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[HideInInspector]
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private SplineTracer _followTarget;
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[SerializeField]
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[HideInInspector]
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private float _followTargetDistance;
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[SerializeField]
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[HideInInspector]
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private bool _followLoop;
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[SerializeField]
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[HideInInspector]
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private Spline.Direction _followTargetDirection = Spline.Direction.Backward;
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[SerializeField]
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[HideInInspector]
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private float _position = 0f;
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[SerializeField]
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[HideInInspector]
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private Mode _mode = Mode.Percent;
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private float _lastPosition = 0f;
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private void OnFollowTargetMotionApplied()
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{
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float moved;
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double percent = Travel(followTarget.result.percent, _followTargetDistance, _followTargetDirection, out moved);
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if (_followLoop)
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{
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if (_followTargetDistance - moved > 0.000001f)
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{
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if (percent <= 0.000001)
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{
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percent = Travel(1.0, _followTargetDistance - moved, _followTargetDirection, out moved);
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}
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else if (percent >= 0.999999)
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{
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percent = Travel(0.0, _followTargetDistance - moved, _followTargetDirection, out moved);
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}
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}
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}
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SetPercent(percent, true);
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}
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protected override void Awake()
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{
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base.Awake();
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if(_followTarget != null)
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{
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_followTarget.onMotionApplied += OnFollowTargetMotionApplied;
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}
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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if (_followTarget != null)
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{
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_followTarget.onMotionApplied -= OnFollowTargetMotionApplied;
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}
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}
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protected override void OnDidApplyAnimationProperties()
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{
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if (_lastPosition != _position)
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{
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_lastPosition = _position;
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if (mode == Mode.Distance)
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{
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SetDistance(_position, true);
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}
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else
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{
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SetPercent(_position, true);
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}
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}
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base.OnDidApplyAnimationProperties();
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}
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protected override Transform GetTransform()
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{
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return targetObject.transform;
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}
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protected override Rigidbody GetRigidbody()
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{
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return targetObject.GetComponent<Rigidbody>();
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}
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protected override Rigidbody2D GetRigidbody2D()
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{
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return targetObject.GetComponent<Rigidbody2D>();
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}
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protected override void PostBuild()
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{
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base.PostBuild();
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if (mode == Mode.Distance) SetDistance((float)_position, true);
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else SetPercent(_position, true);
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}
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public override void SetPercent(double percent, bool checkTriggers = false, bool handleJuncitons = false)
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{
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base.SetPercent(percent, checkTriggers, handleJuncitons);
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_position = (float)percent;
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}
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public override void SetDistance(float distance, bool checkTriggers = false, bool handleJuncitons = false)
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{
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base.SetDistance(distance, checkTriggers, handleJuncitons);
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_position = distance;
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}
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}
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}
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