Connection component
Properties | |
ReadOnlyCollection< CurvySplineSegment > | ControlPointsList [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... | |
Public Member Functions | |
void | AddControlPoints (params CurvySplineSegment[] controlPoints) |
Adds Control Points to this connection More... | |
void | AutoSetFollowUp () |
void | Delete () |
Deletes the connection More... | |
List< CurvySplineSegment > | OtherControlPoints (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, namely CurvySplineSegment.ConnectionSyncPosition and CurvySplineSegment.ConnectionSyncRotation. 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... | |
void AddControlPoints | ( | params CurvySplineSegment[] | controlPoints | ) |
Adds Control Points to this connection
controlPoints | the Control Points to add |
void AutoSetFollowUp | ( | ) |
|
static |
Creates a connection and adds Control Points
controlPoints | Control Points to add |
void Delete | ( | ) |
Deletes the connection
List<CurvySplineSegment> OtherControlPoints | ( | CurvySplineSegment | source | ) |
Gets all Control Points except the one provided
source | the Control Point to filter out |
void RemoveControlPoint | ( | CurvySplineSegment | controlPoint, |
bool | destroySelfIfEmpty = true |
||
) |
Removes a Control Point from this connection
controlPoint | the Control Point to remove |
destroySelfIfEmpty | whether 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, namely CurvySplineSegment.ConnectionSyncPosition and CurvySplineSegment.ConnectionSyncRotation. Will update the CurvyConnection's game object's transform too.
Can dirty the splines of the updated control points
|
get |
The list of connected control points
|
get |
Gets the number of Control Points being part of this connection
|
get |
Gets a certain Control Point by index
idx | index of the Control Point |