Curvy  2.3.0
CurvyConnection Class Reference
+ Inheritance diagram for CurvyConnection:
+ Collaboration diagram for CurvyConnection:

Detailed Description

Connection component

Properties

List< CurvySplineSegmentControlPoints [get]
 Gets all Control Points being part of this connection More...
 
ReadOnlyCollection< CurvySplineSegmentControlPointsList [get]
 The list of connected control points More...
 
int Count [get]
 Gets the number of Control Points being part of this connection More...
 
CurvySplineSegment this[int idx] [get]
 Gets a certain Control Point by index More...
 
TTransform TTransform [get]
 Gets Transform (Threadsafe) More...
 

Public Member Functions

void AddControlPoints (params CurvySplineSegment[] controlPoints)
 Adds Control Points to this connection More...
 
void AutoSetFollowUp ()
 
void Delete ()
 Deletes the connection More...
 
void OnAfterDeserialize ()
 
void OnBeforeSerialize ()
 
List< CurvySplineSegmentOtherControlPoints (CurvySplineSegment source)
 Gets all Control Points except the one provided More...
 
void RemoveControlPoint (CurvySplineSegment controlPoint, bool destroySelfIfEmpty=true)
 Removes a Control Point from this connection More...
 
void SetSynchronisationPositionAndRotation (Vector3 referencePosition, Quaternion referenceRotation)
 Synchronise all the connected control points to match the given position and rotation, based on their synchronisation options. Will update the CurvyConnection's game object's transform too. More...
 

Static Public Member Functions

static CurvyConnection Create (params CurvySplineSegment[] controlPoints)
 Creates a connection and adds Control Points More...
 

Member Function Documentation

void AddControlPoints ( params CurvySplineSegment[]  controlPoints)

Adds Control Points to this connection

Parameters
controlPointsthe Control Points to add
void AutoSetFollowUp ( )
static CurvyConnection Create ( params CurvySplineSegment[]  controlPoints)
static

Creates a connection and adds Control Points

Parameters
controlPointsControl Points to add
Returns
the new connection
void Delete ( )

Deletes the connection

void OnAfterDeserialize ( )
void OnBeforeSerialize ( )
List<CurvySplineSegment> OtherControlPoints ( CurvySplineSegment  source)

Gets all Control Points except the one provided

Parameters
sourcethe Control Point to filter out
Returns
list of Control Points
void RemoveControlPoint ( CurvySplineSegment  controlPoint,
bool  destroySelfIfEmpty = true 
)

Removes a Control Point from this connection

Parameters
controlPointthe Control Point to remove
destroySelfIfEmptywhether the connection should be destroyed when empty afterwards
void SetSynchronisationPositionAndRotation ( Vector3  referencePosition,
Quaternion  referenceRotation 
)

Synchronise all the connected control points to match the given position and rotation, based on their synchronisation options. Will update the CurvyConnection's game object's transform too.

Can dirty the splines of the updated control points

Property Documentation

List<CurvySplineSegment> ControlPoints
get

Gets all Control Points being part of this connection

This list should be used as a read only list. To modify the list, use AddControlPoints and RemoveControlPoint

ReadOnlyCollection<CurvySplineSegment> ControlPointsList
get

The list of connected control points

int Count
get

Gets the number of Control Points being part of this connection

CurvySplineSegment this[int idx]
get

Gets a certain Control Point by index

Parameters
idxindex of the Control Point
Returns
a Control Point
TTransform TTransform
get

Gets Transform (Threadsafe)


The documentation for this class was generated from the following file: