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using UnityEngine;
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using System.Collections.Generic;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this class to a line renderer and it'll add control points that let you turn your line into a bezier curve
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/// </summary>
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[ExecuteAlways]
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[RequireComponent(typeof(LineRenderer))]
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[AddComponentMenu("More Mountains/Tools/Sprites/MMBezierLineRenderer")]
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public class MMBezierLineRenderer : MonoBehaviour
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{
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/// a list of handles to control your line. Usually 4, but you can have more.
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public Transform[] AdjustmentHandles;
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/// the amount of segments of the line renderer (more segments, less visible straight lines)
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public int NumberOfSegments = 50;
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/// the sorting layer for this line renderer
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public string SortingLayerName = "Default";
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/// the amount of curves we're working with
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[MMReadOnly]
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public int NumberOfCurves = 0;
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protected int _sortingLayerID;
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protected LineRenderer _lineRenderer;
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protected Vector3 _point;
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protected Vector3 _p;
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protected bool _initialized = false;
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/// <summary>
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/// On Awake we initialize our line renderer
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/// </summary>
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protected virtual void Awake()
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{
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Initialization();
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}
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/// <summary>
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/// Grabs the sorting layer, computes the amount of curves
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/// </summary>
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protected virtual void Initialization()
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{
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if (_initialized)
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{
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return;
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}
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_sortingLayerID = SortingLayer.NameToID(SortingLayerName);
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NumberOfCurves = (int)AdjustmentHandles.Length / 3;
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_lineRenderer = GetComponent<LineRenderer>();
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if (_lineRenderer != null)
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{
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_lineRenderer.sortingLayerID = _sortingLayerID;
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}
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_initialized = true;
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}
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/// <summary>
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/// On Update we draw our curve
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/// </summary>
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protected virtual void LateUpdate()
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{
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DrawCurve();
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}
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/// <summary>
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/// For each point, determines the bezier position and feeds it to the line renderer
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/// </summary>
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protected virtual void DrawCurve()
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{
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for (int i = 0; i < NumberOfCurves; i++)
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{
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for (int j = 1; j <= NumberOfSegments; j++)
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{
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float t = (j - 1) / (float)(NumberOfSegments - 1);
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int pointIndex = i * 3;
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_point = BezierPoint(t, AdjustmentHandles[pointIndex].position, AdjustmentHandles[pointIndex + 1].position, AdjustmentHandles[pointIndex + 2].position, AdjustmentHandles[pointIndex + 3].position);
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_lineRenderer.positionCount = (i * NumberOfSegments) + j;
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_lineRenderer.SetPosition((i * NumberOfSegments) + (j - 1), _point);
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}
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}
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}
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/// <summary>
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/// Computes the coordinates of a point on the bezier curve controlled by p0, p1, p2 and p3
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/// </summary>
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/// <param name="t"></param>
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/// <param name="p0"></param>
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/// <param name="p1"></param>
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/// <param name="p2"></param>
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/// <param name="p3"></param>
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/// <returns></returns>
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protected virtual Vector3 BezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
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{
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float u = 1 - t;
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float tt = t * t;
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float uu = u * u;
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float uuu = uu * u;
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float ttt = tt * t;
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_p = uuu * p0;
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_p += 3 * uu * t * p1;
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_p += 3 * u * tt * p2;
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_p += ttt * p3;
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return _p;
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}
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}
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}
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