去掉obi,使用自写绳索
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@@ -1,108 +0,0 @@
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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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namespace Obi
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{
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/**
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* This component plugs a prefab instance at each cut in the rope. Optionally, it will also place a couple instances at the start/end of an open rope.
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*/
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[RequireComponent(typeof(ObiPathSmoother))]
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public class ObiRopePrefabPlugger : MonoBehaviour
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{
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public GameObject prefab; /**< prefab object being instantiated at the rope cuts.*/
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public Vector3 instanceScale = Vector3.one;
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public bool plugTears = true;
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public bool plugStart = false;
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public bool plugEnd = false;
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private List<GameObject> instances; /**< instances of the prefab being rendered. */
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private ObiPathSmoother smoother;
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void OnEnable()
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{
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instances = new List<GameObject>();
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smoother = GetComponent<ObiPathSmoother>();
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GetComponent<ObiActor>().OnInterpolate += UpdatePlugs;
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}
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void OnDisable()
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{
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GetComponent<ObiActor>().OnInterpolate -= UpdatePlugs;
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ClearPrefabInstances();
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}
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private GameObject GetOrCreatePrefabInstance(int index)
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{
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if (index < instances.Count)
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return instances[index];
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GameObject tearPrefabInstance = Instantiate(prefab);
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tearPrefabInstance.hideFlags = HideFlags.HideAndDontSave;
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instances.Add(tearPrefabInstance);
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return tearPrefabInstance;
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}
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public void ClearPrefabInstances()
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{
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for (int i = 0; i < instances.Count; ++i)
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DestroyImmediate(instances[i]);
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instances.Clear();
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}
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// Update is called once per frame
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void UpdatePlugs(ObiActor actor, float simulatedTime, float substepTime)
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{
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if (!actor.isLoaded)
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return;
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// cache the rope's transform matrix/quaternion:
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Matrix4x4 l2w = smoother.actor.solver.transform.localToWorldMatrix;
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Quaternion l2wRot = l2w.rotation;
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int instanceIndex = 0;
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var system = actor.solver.GetRenderSystem<ObiPathSmoother>() as ObiPathSmootherRenderSystem;
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int chunkCount = system.GetChunkCount(smoother.indexInSystem);
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// place prefabs at the start/end of each curve:
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for (int c = 0; c < chunkCount; ++c)
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{
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if ((plugTears && c > 0) ||
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(plugStart && c == 0))
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{
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var instance = GetOrCreatePrefabInstance(instanceIndex++);
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instance.SetActive(true);
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ObiPathFrame frame = system.GetFrameAt(smoother.indexInSystem, c, 0);
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instance.transform.position = l2w.MultiplyPoint3x4(frame.position);
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instance.transform.rotation = l2wRot * (Quaternion.LookRotation(-frame.tangent, frame.binormal));
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instance.transform.localScale = instanceScale;
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}
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if ((plugTears && c < chunkCount - 1) ||
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(plugEnd && c == chunkCount - 1))
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{
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var instance = GetOrCreatePrefabInstance(instanceIndex++);
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instance.SetActive(true);
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int frameCount = system.GetSmoothFrameCount(smoother.indexInSystem, c);
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ObiPathFrame frame = system.GetFrameAt(smoother.indexInSystem, c, frameCount-1);
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instance.transform.position = l2w.MultiplyPoint3x4(frame.position);
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instance.transform.rotation = l2wRot * Quaternion.LookRotation(frame.tangent, frame.binormal);
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instance.transform.localScale = instanceScale;
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}
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}
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// deactivate remaining instances:
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for (int i = instanceIndex; i < instances.Count; ++i)
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instances[i].SetActive(false);
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}
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}
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}
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