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- using System;
- using UnityEngine;
- namespace GameLogic.Combat.CombatTool
- {
- [Serializable]
- public class CombatSencePath
- {
- public Vector3 a;
- public Vector3 b;
- private Vector3 Centre;
- private bool isCentre;
- public void SetPos(Vector3 startPos, Vector3 target)
- {
- a = startPos;
- b = target;
- isCentre = false;
- }
- public void SetPos(Vector3 startPos, Vector3 centre, Vector3 target)
- {
- a = startPos;
- Centre = centre;
- b = target;
- isCentre = true;
- }
- // private float GetPathCount(Vector3 p1, Vector3 p2, Vector3 p3, int count)
- // {
- // float step = 1f / count;
- // Vector3 startPos = p1;
- // float d = 0;
- // for (int i = 1; i < count; i++)
- // {
- // float t = i * count;
- // Vector3 a = Vector3.Lerp(p1, p2, t);
- // Vector3 b = Vector3.Lerp(a, p3, t);
- // d += Vector3.Distance(startPos, b);
- // startPos = b;
- // }
- //
- //
- // return d;
- // }
- // public float GetPathCount(int count)
- // {
- // float step = 1f / count;
- // Vector3 startPos = GetValue(0);
- // float d = 0;
- // for (int i = 1; i < count; i++)
- // {
- // Vector3 currPos = GetValue(step * i);
- // d += Vector3.Distance(startPos, currPos);
- // }
- //
- // return d;
- // }
- public Vector3 GetValue(float t)
- {
- float t1 = t;
- if (t1 > 1)
- {
- t1 = 1;
- }
- if (t1 < 0)
- {
- t1 = 0;
- }
- if (isCentre)
- {
- Vector3 p1 = Vector3.Lerp(a, Centre, t1);
- Vector3 p2 = Vector3.Lerp(p1, b, t1);
- return p2;
- }
- else
- {
- return Vector3.Lerp(a, b, t1);
- }
- }
- }
- }
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