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							- using System;
 
- using System.Collections.Generic;
 
- using CombatLibrary.CombatLibrary.CombatCore.Utility;
 
- using UnityEngine;
 
- namespace Core.Utility
 
- {
 
-     public class BesselPathMono : MonoBehaviour
 
-     {
 
-         public Transform[] Transforms;
 
-         public BesselPath BesselPath;
 
-         public ACurve ACurve;
 
-         public bool isRun;
 
-         public Vector3 strat0ff;
 
-         public Vector3 endOff;
 
-         private void OnDrawGizmos()
 
-         {
 
-             
 
-             if (BesselPath == null)
 
-             {
 
-                 BesselPath = new BesselPath();
 
-             }
 
-             if (!isRun)
 
-             {
 
-                 if (Transforms == null || Transforms.Length < 2)
 
-                 {
 
-                     return;
 
-                 }
 
-                 List<Vector3> pos = new List<Vector3>();
 
-                 for (int i = 0; i < Transforms.Length; i++)
 
-                 {
 
-                     pos.Add(Transforms[i].position);
 
-                 }
 
-                 BesselPath.controlPoints = (pos);
 
-                 strat0ff = Transforms[0].InverseTransformPoint(Transforms[1].position);
 
-                 endOff = Transforms[3].InverseTransformPoint(Transforms[2].position);
 
-             }
 
-             Gizmos.color = Color.blue;
 
-             // 绘制控制点
 
-             for (int i = 0; i <  BesselPath.controlPoints.Count; i++)
 
-             {
 
-                 Gizmos.DrawSphere( BesselPath.controlPoints[i], 0.1f);
 
-             }
 
-             // 绘制曲线
 
-             Vector3 previousPoint = BesselPath.CalculatePoint(0);
 
-             int segments = 50;
 
-             for (int i = 1; i <= segments; i++)
 
-             {
 
-                 float t = i / (float)segments;
 
-                 Vector3 currentPoint = BesselPath.CalculatePoint(t);
 
-                 // Gizmos.DrawSphere(currentPoint, 0.03f);
 
-                 Gizmos.DrawLine(previousPoint, currentPoint);
 
-                 previousPoint = currentPoint;
 
-             }
 
-         }
 
-     }
 
- }
 
 
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