将Spline移出Plugin,以调整SplineRenderer的OnWillCameraRender
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425
Assets/Dreamteck/Splines/Components/SplineFollower.cs
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425
Assets/Dreamteck/Splines/Components/SplineFollower.cs
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using UnityEngine;
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using UnityEngine.Events;
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namespace Dreamteck.Splines
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{
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public delegate void SplineReachHandler();
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[AddComponentMenu("Dreamteck/Splines/Users/Spline Follower")]
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public class SplineFollower : SplineTracer
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{
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public enum FollowMode { Uniform, Time }
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public enum Wrap { Default, Loop, PingPong }
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[HideInInspector]
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public Wrap wrapMode = Wrap.Default;
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[HideInInspector]
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public FollowMode followMode = FollowMode.Uniform;
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[HideInInspector]
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public bool autoStartPosition = false;
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[SerializeField]
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[HideInInspector]
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[UnityEngine.Serialization.FormerlySerializedAs("follow")]
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private bool _follow = true;
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[SerializeField]
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[HideInInspector]
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[Range(0f, 1f)]
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private double _startPosition;
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/// <summary>
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/// If the follow mode is set to Uniform and there is an added offset in the motion panel, this will presserve the uniformity of the follow speed
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/// </summary>
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[HideInInspector]
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public bool preserveUniformSpeedWithOffset = false;
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/// <summary>
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/// Used when follow mode is set to Uniform. Defines the speed of the follower
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/// </summary>
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public float followSpeed
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{
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get { return _followSpeed; }
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set
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{
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if (_followSpeed != value)
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{
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_followSpeed = value;
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Spline.Direction lastDirection = _direction;
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if (Mathf.Approximately(_followSpeed, 0f)) return;
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if (_followSpeed < 0f)
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{
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direction = Spline.Direction.Backward;
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}
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if(_followSpeed > 0f)
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{
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direction = Spline.Direction.Forward;
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}
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}
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}
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}
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public override Spline.Direction direction {
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get {
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return base.direction;
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}
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set {
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base.direction = value;
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if(_direction == Spline.Direction.Forward)
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{
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if(_followSpeed < 0f)
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{
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_followSpeed = -_followSpeed;
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}
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} else
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{
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if (_followSpeed > 0f)
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{
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_followSpeed = -_followSpeed;
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}
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}
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}
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}
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/// <summary>
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/// Used when follow mode is set to Time. Defines how much time it takes for the follower to travel through the path
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/// </summary>
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public float followDuration
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{
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get { return _followDuration; }
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set
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{
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if (_followDuration != value)
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{
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if (value < 0f) value = 0f;
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_followDuration = value;
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}
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}
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}
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public bool follow
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{
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get { return _follow; }
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set
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{
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if(_follow != value)
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{
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if (autoStartPosition)
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{
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Project(GetTransform().position, ref evalResult);
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SetPercent(evalResult.percent);
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}
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_follow = value;
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}
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}
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}
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public event System.Action<double> onEndReached;
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public event System.Action<double> onBeginningReached;
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public FollowerSpeedModifier speedModifier
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{
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get
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{
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return _speedModifier;
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}
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}
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[SerializeField]
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[HideInInspector]
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private float _followSpeed = 1f;
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[SerializeField]
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[HideInInspector]
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private float _followDuration = 1f;
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[SerializeField]
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[HideInInspector]
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private FollowerSpeedModifier _speedModifier = new FollowerSpeedModifier();
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[SerializeField]
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[HideInInspector]
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private FloatEvent _unityOnEndReached = null;
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[SerializeField]
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[HideInInspector]
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private FloatEvent _unityOnBeginningReached = null;
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private double lastClippedPercent = -1.0;
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protected override void Start()
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{
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base.Start();
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if (_follow && autoStartPosition)
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{
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SetPercent(spline.Project(GetTransform().position).percent);
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}
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}
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protected override void LateRun()
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{
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base.LateRun();
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#if UNITY_EDITOR
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if (!Application.isPlaying) return;
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#endif
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if (_follow)
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{
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Follow();
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}
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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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Evaluate(_result.percent, ref _result);
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if (sampleCount > 0)
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{
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if (_follow && !autoStartPosition) ApplyMotion();
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}
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}
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private void Follow()
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{
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switch (followMode)
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{
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case FollowMode.Uniform:
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double percent = result.percent;
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if (!_speedModifier.useClippedPercent)
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{
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UnclipPercent(ref percent);
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}
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float speed = _speedModifier.GetSpeed(Mathf.Abs(_followSpeed), percent);
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Move(Time.deltaTime * speed); break;
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case FollowMode.Time:
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if (_followDuration == 0.0) Move(0.0);
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else Move((double)Time.deltaTime / _followDuration);
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break;
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}
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}
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public void Restart(double startPosition = 0.0)
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{
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SetPercent(startPosition);
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}
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public override void SetPercent(double percent, bool checkTriggers = false, bool handleJunctions = false)
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{
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base.SetPercent(percent, checkTriggers, handleJunctions);
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lastClippedPercent = percent;
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if (!handleJunctions) return;
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InvokeNodes();
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}
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public override void SetDistance(float distance, bool checkTriggers = false, bool handleJunctions = false)
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{
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base.SetDistance(distance, checkTriggers, handleJunctions);
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lastClippedPercent = ClipPercent(_result.percent);
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if (samplesAreLooped && clipFrom == clipTo && distance > 0f && lastClippedPercent == 0.0) lastClippedPercent = 1.0;
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if (!handleJunctions) return;
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InvokeNodes();
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}
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public void Move(double percent)
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{
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if (percent == 0.0) return;
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if (sampleCount <= 1)
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{
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if (sampleCount == 1)
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{
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GetSampleRaw(0, ref _result);
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ApplyMotion();
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}
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return;
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}
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Evaluate(_result.percent, ref _result);
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double startPercent = _result.percent;
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if (wrapMode == Wrap.Default && lastClippedPercent >= 1.0 && startPercent == 0.0) startPercent = 1.0;
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double p = startPercent + (_direction == Spline.Direction.Forward ? percent : -percent);
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bool callOnEndReached = false, callOnBeginningReached = false;
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lastClippedPercent = p;
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if (_direction == Spline.Direction.Forward && p >= 1.0)
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{
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if (startPercent < 1.0)
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{
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callOnEndReached = true;
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}
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switch (wrapMode)
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{
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case Wrap.Default:
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p = 1.0;
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break;
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case Wrap.Loop:
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CheckTriggers(startPercent, 1.0);
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CheckNodes(startPercent, 1.0);
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while (p > 1.0) p -= 1.0;
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startPercent = 0.0;
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break;
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case Wrap.PingPong:
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p = DMath.Clamp01(1.0 - (p - 1.0));
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startPercent = 1.0;
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direction = Spline.Direction.Backward;
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break;
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}
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}
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else if (_direction == Spline.Direction.Backward && p <= 0.0)
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{
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if (startPercent > 0.0)
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{
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callOnBeginningReached = true;
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}
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switch (wrapMode)
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{
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case Wrap.Default:
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p = 0.0;
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break;
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case Wrap.Loop:
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CheckTriggers(startPercent, 0.0);
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CheckNodes(startPercent, 0.0);
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while (p < 0.0) p += 1.0;
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startPercent = 1.0;
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break;
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case Wrap.PingPong:
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p = DMath.Clamp01(-p);
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startPercent = 0.0;
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direction = Spline.Direction.Forward;
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break;
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}
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}
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CheckTriggers(startPercent, p);
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CheckNodes(startPercent, p);
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Evaluate(p, ref _result);
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ApplyMotion();
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if (callOnEndReached)
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{
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if (onEndReached != null)
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{
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onEndReached(startPercent);
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}
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if (_unityOnEndReached != null)
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{
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_unityOnEndReached.Invoke((float)startPercent);
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}
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}
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else if (callOnBeginningReached)
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{
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if (onBeginningReached != null)
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{
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onBeginningReached(startPercent);
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}
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if (_unityOnBeginningReached != null)
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{
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_unityOnBeginningReached.Invoke((float)startPercent);
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}
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}
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InvokeTriggers();
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InvokeNodes();
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}
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public void Move(float distance)
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{
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bool endReached = false, beginningReached = false;
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float moved = 0f;
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double startPercent = _result.percent;
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double travelPercent = DoTravel(_result.percent, distance, out moved);
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if (startPercent != travelPercent)
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{
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CheckTriggers(startPercent, travelPercent);
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CheckNodes(startPercent, travelPercent);
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}
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if (direction == Spline.Direction.Forward)
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{
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if (travelPercent >= 1.0)
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{
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if (startPercent < 1.0)
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{
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endReached = true;
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}
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switch (wrapMode)
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{
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case Wrap.Loop:
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travelPercent = DoTravel(0.0, Mathf.Abs(distance - moved), out moved);
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CheckTriggers(0.0, travelPercent);
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CheckNodes(0.0, travelPercent);
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break;
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case Wrap.PingPong:
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direction = Spline.Direction.Backward;
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travelPercent = DoTravel(1.0, distance - moved, out moved);
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CheckTriggers(1.0, travelPercent);
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CheckNodes(1.0, travelPercent);
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break;
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}
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}
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} else
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{
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if (travelPercent <= 0.0)
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{
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if (startPercent > 0.0)
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{
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beginningReached = true;
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}
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switch (wrapMode)
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{
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case Wrap.Loop:
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travelPercent = DoTravel(1.0, distance - moved, out moved);
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CheckTriggers(1.0, travelPercent);
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CheckNodes(1.0, travelPercent);
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break;
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case Wrap.PingPong:
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direction = Spline.Direction.Forward;
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travelPercent = DoTravel(0.0, Mathf.Abs(distance - moved), out moved);
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CheckTriggers(0.0, travelPercent);
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CheckNodes(0.0, travelPercent);
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break;
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}
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}
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}
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Evaluate(travelPercent, ref _result);
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ApplyMotion();
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if (endReached)
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{
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if (onEndReached != null)
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{
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onEndReached(startPercent);
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}
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if (_unityOnEndReached != null)
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{
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_unityOnEndReached.Invoke((float)startPercent);
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}
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}
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else if (beginningReached)
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{
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if (onBeginningReached != null)
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{
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onBeginningReached(startPercent);
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}
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if (_unityOnBeginningReached != null)
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{
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_unityOnBeginningReached.Invoke((float)startPercent);
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}
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}
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InvokeTriggers();
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InvokeNodes();
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}
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protected virtual double DoTravel(double start, float distance, out float moved)
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{
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moved = 0f;
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double result = 0.0;
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if (preserveUniformSpeedWithOffset && _motion.hasOffset)
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{
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result = TravelWithOffset(start, distance, _direction, _motion.offset, out moved);
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} else
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{
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result = Travel(start, distance, _direction, out moved);
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}
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return result;
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}
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[System.Serializable]
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public class FloatEvent : UnityEvent<float> { }
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}
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}
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