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Convention-Unity/Convention/[Art]/Line/DreamTeckSplinePointBuilder.cs

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2025-07-24 15:41:28 +08:00
#if DREAMTECK_SPLINES
using System.Collections.Generic;
using Convention.WindowsUI.Variant;
using Dreamteck.Splines;
using UnityEngine;
namespace Convention.VFX
{
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public class DreamTeckSplinePointBuilder : MonoBehaviour, ILoadedInHierarchy
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{
public enum InjectType
{
None = -1,
SmoothMirrored = SplinePoint.Type.SmoothMirrored,
Broken = SplinePoint.Type.Broken,
SmoothFree = SplinePoint.Type.SmoothFree
};
[Content] public List<LinePoint> childPoints = new();
[Resources, SerializeField, HopeNotNull, InspectorDraw] private SplineComputer m_splineComputer;
[Setting, InspectorDraw] public InjectType PointType = InjectType.None;
[Resources, SerializeField, HopeNotNull, InspectorDraw] private SplineRenderer m_splineRenderer;
public SplineComputer MainSpline => m_splineComputer;
[Content] public List<SplinePoint> knots = new();
[InspectorDraw]
public Vector2 Range
{
get => new((float)m_splineRenderer.clipFrom, (float)m_splineRenderer.clipTo);
set
{
m_splineRenderer.SetClipRange(value.x, value.y);
}
}
[Percentage(0, 1), InspectorDraw]
public float Head
{
get => (float)m_splineRenderer.clipFrom;
set => m_splineRenderer.clipFrom = value;
}
[Percentage(0, 1), InspectorDraw]
public float Tail
{
get => (float)m_splineRenderer.clipTo;
set => m_splineRenderer.clipTo = value;
}
[Percentage(0, 1), InspectorDraw]
public float Duration
{
get => (float)(m_splineRenderer.clipTo - m_splineRenderer.clipFrom);
set => m_splineRenderer.clipTo = m_splineRenderer.clipFrom + value;
}
public float Distance
{
get => m_splineRenderer.CalculateLength(Head, Tail);
set
{
var t = value / m_splineRenderer.CalculateLength(Head, Tail);
Duration = t;
}
}
public float GetDistanceBetweenHeadAndBegin()
{
return m_splineRenderer.CalculateLength(0, Head);
}
public float GetDistanceBetweenHeadAndTail()
{
return m_splineRenderer.CalculateLength(Head, Tail);
}
public float GetDistanceBetweenTailAndBegin()
{
return m_splineRenderer.CalculateLength(0, Tail);
}
public float GetDistanceBetweenEndAndTail()
{
return m_splineRenderer.CalculateLength(Tail, 1);
}
public float GetDistanceBetweenEndAndHead()
{
return m_splineRenderer.CalculateLength(Head,1);
}
public float GetTotalDistance()
{
return m_splineRenderer.CalculateLength(0, 1);
}
private void Reset()
{
m_splineComputer = GetComponent<SplineComputer>();
m_splineRenderer = GetComponent<SplineRenderer>();
}
void Start()
{
if (m_splineComputer == null)
m_splineComputer = GetComponent<SplineComputer>();
if (m_splineRenderer == null)
m_splineRenderer = GetComponent<SplineRenderer>();
}
public static void SetKnot([In, ArgPackage] ref SplinePoint point, [In, ArgPackage] LinePoint linePoint)
{
point.position = linePoint.transform.localPosition;
point.normal = linePoint.Forward;
point.size = linePoint.Scale;
point.color = linePoint.PointColor;
}
[Content]
public void RebuildAll()
{
if (knots.Count != childPoints.Count)
{
for (int i = knots.Count, e = childPoints.Count; i != e; i++)
knots.Add(new());
}
if (knots.Count != childPoints.Count)
{
knots.RemoveRange(childPoints.Count, knots.Count - childPoints.Count);
}
MainSpline.SetPoints(knots.ToArray());
// 更新所有点的位置和类型
for (int i = 0; i < childPoints.Count; i++)
{
var point = knots[i];
SetKnot(ref point, childPoints[i]);
if (PointType != InjectType.None)
point.type = (SplinePoint.Type)PointType;
MainSpline.SetPoint(i, knots[i] = point, SplineComputer.Space.Local);
}
}
[Content]
public void ResetPoints()
{
if (knots.Count == 0)
return;
for (int i = 0; i < childPoints.Count; i++)
{
var point = knots[i];
SetKnot(ref point, childPoints[i]);
if (PointType != InjectType.None)
point.type = (SplinePoint.Type)PointType;
MainSpline.SetPoint(i, knots[i] = point);
}
for (int i = childPoints.Count, e = knots.Count; i < e; i++)
{
var point = knots[i];
SetKnot(ref point, childPoints[i]);
if (PointType != InjectType.None)
point.type = (SplinePoint.Type)PointType;
MainSpline.SetPoint(i, knots[i] = point);
}
}
[Content]
[return: ReturnNotNull]
public LinePoint AddChild()
{
var trans = new GameObject("Point").AddComponent<LinePoint>();
if (childPoints.Count > 0)
{
trans.transform.SetParent(childPoints[^1].transform.parent);
trans.transform.position = childPoints[^1].transform.position;
}
childPoints.Add(trans);
if (HierarchyWindow.instance && HierarchyWindow.instance.ContainsReference(this))
{
var item = HierarchyWindow.instance.GetReferenceItem(this)
.CreateSubPropertyItemWithBinders(trans.gameObject)[0];
item.ref_value.GetComponent<HierarchyItem>().title = trans.gameObject.name;
}
RebuildAll();
return trans;
}
}
}
#endif