HeavenStudioPlus/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Effects/CurlyUI/CUIBezierCurve.cs

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2022-01-06 00:11:33 +00:00
/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Assume to be a cubic bezier curve at the moment.
/// </summary>
public class CUIBezierCurve : MonoBehaviour
{
public readonly static int CubicBezierCurvePtNum = 4;
#region Descriptions
[SerializeField]
protected Vector3[] controlPoints;
public Vector3[] ControlPoints
{
get
{
return controlPoints;
}
}
#if UNITY_EDITOR
/// <summary>
/// Reserve for editor only
/// </summary>
public Vector3[] EDITOR_ControlPoints
{
set
{
controlPoints = value;
}
}
#endif
#endregion
#region Events
#if UNITY_EDITOR
protected void OnValidate()
{
Refresh();
}
#endif
public void Refresh()
{
if (OnRefresh != null)
OnRefresh();
}
#endregion
#region Services
/// <summary>
/// call this to get a sample
/// </summary>
/// <param name="_time"></param>
/// <returns>sample returned by said time</returns>
public Vector3 GetPoint(float _time)
{
float oneMinusTime = 1 - _time;
return oneMinusTime * oneMinusTime * oneMinusTime * controlPoints[0] +
3 * oneMinusTime * oneMinusTime * _time * controlPoints[1] +
3 * oneMinusTime * _time * _time * controlPoints[2] +
_time * _time * _time * controlPoints[3];
}
public Vector3 GetTangent(float _time)
{
float oneMinusTime = 1 - _time;
return 3 * oneMinusTime * oneMinusTime * (controlPoints[1] - controlPoints[0]) +
6 * oneMinusTime * _time * (controlPoints[2] - controlPoints[1]) +
3 * _time * _time * (controlPoints[3] - controlPoints[2]);
}
#endregion
#region Configurations
public void ReportSet()
{
if (controlPoints == null)
{
controlPoints = new Vector3[CUIBezierCurve.CubicBezierCurvePtNum];
controlPoints[0] = new Vector3(0, 0, 0);
controlPoints[1] = new Vector3(0, 1, 0);
controlPoints[2] = new Vector3(1, 1, 0);
controlPoints[3] = new Vector3(1, 0, 0);
}
bool isPointsReady = true;
isPointsReady = isPointsReady & controlPoints.Length == CUIBezierCurve.CubicBezierCurvePtNum;
}
#endregion
#region Services
public System.Action OnRefresh;
#endregion
}
}