将Spline移出Plugin,以调整SplineRenderer的OnWillCameraRender
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namespace Dreamteck.Splines
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{
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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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[System.Serializable]
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public class MeshScaleModifier : SplineSampleModifier
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{
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[System.Serializable]
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public class ScaleKey : Key
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{
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public Vector3 scale = Vector3.one;
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public ScaleKey(double f, double t) : base(f, t)
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{
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}
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}
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public override bool hasKeys => keys.Count > 0;
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public List<ScaleKey> keys = new List<ScaleKey>();
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public MeshScaleModifier()
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{
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keys = new List<ScaleKey>();
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}
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public override List<Key> GetKeys()
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{
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List<Key> output = new List<Key>();
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for (int i = 0; i < keys.Count; i++)
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{
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output.Add(keys[i]);
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}
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return output;
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}
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public override void SetKeys(List<Key> input)
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{
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keys = new List<ScaleKey>();
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for (int i = 0; i < input.Count; i++)
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{
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keys.Add((ScaleKey)input[i]);
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}
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}
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public void AddKey(double f, double t)
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{
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keys.Add(new ScaleKey(f, t));
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}
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public override void Apply(ref SplineSample result)
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{
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if (keys.Count == 0)
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{
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return;
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}
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for (int i = 0; i < keys.Count; i++)
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{
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result.size += keys[i].Evaluate(result.percent) * keys[i].scale.magnitude * blend;
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}
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}
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public Vector3 GetScale(SplineSample sample)
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{
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Vector3 scale = Vector3.one;
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for (int i = 0; i < keys.Count; i++)
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{
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float lerp = keys[i].Evaluate(sample.percent);
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Vector3 scaleMultiplier = Vector3.Lerp(Vector3.one, keys[i].scale, lerp);
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scale.x *= scaleMultiplier.x;
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scale.y *= scaleMultiplier.y;
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scale.z *= scaleMultiplier.z;
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}
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return Vector3.Lerp(Vector3.one, scale, blend);
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}
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}
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}
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