splines plugin code default
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.Splines;
using Random = UnityEngine.Random;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Splines
{
/// <summary>
/// SplineInstantiate is used to automatically instantiate prefabs or objects along a spline.
/// </summary>
[ExecuteInEditMode]
[AddComponentMenu("Splines/Spline Instantiate")]
public class SplineInstantiate : SplineComponent
{
/// <summary>
/// The space in which to interpret the offset, this can be different from the orientation space used to instantiate objects.
/// </summary>
public enum OffsetSpace
{
/// <summary> Use the spline space to orient instances.</summary>
[InspectorName("Spline Element")]
Spline = Space.Spline,
/// <summary> Use the spline GameObject space to orient instances.</summary>
[InspectorName("Spline Object")]
Local = Space.Local,
/// <summary> Use world space to orient instances.</summary>
[InspectorName("World Space")]
World = Space.World,
/// <summary> Use the original object space to orient instances.</summary>
[InspectorName("Instantiated Object")]
Object
}
[Serializable]
internal struct Vector3Offset
{
[Flags]
public enum Setup
{
None = 0x0,
HasOffset = 0x1,
HasCustomSpace = 0x2
}
public Setup setup;
public Vector3 min;
public Vector3 max;
public bool randomX;
public bool randomY;
public bool randomZ;
public OffsetSpace space;
public bool hasOffset => (setup & Setup.HasOffset) != 0;
public bool hasCustomSpace => (setup & Setup.HasCustomSpace) != 0;
internal Vector3 GetNextOffset()
{
if ((setup & Setup.HasOffset) != 0)
{
return new Vector3(
randomX ? Random.Range(min.x, max.x) : min.x,
randomY ? Random.Range(min.y, max.y) : min.y,
randomZ ? Random.Range(min.z, max.z) : min.z);
}
return Vector3.zero;
}
internal void CheckMinMaxValidity()
{
max.x = Mathf.Max(min.x, max.x);
max.y = Mathf.Max(min.y, max.y);
max.z = Mathf.Max(min.z, max.z);
}
internal void CheckMinMax()
{
CheckMinMaxValidity();
if (max.magnitude > 0)
setup |= Setup.HasOffset;
else
setup &= ~Setup.HasOffset;
}
internal void CheckCustomSpace(Space instanceSpace)
{
if ((int)space == (int)instanceSpace)
setup &= ~Setup.HasCustomSpace;
else
setup |= Setup.HasCustomSpace;
}
}
/// <summary>
/// Describe the item prefab to instantiate and associate it with a probability
/// </summary>
[Serializable]
public struct InstantiableItem
{
/// <summary> The prefab to instantiate.</summary>
[HideInInspector]
[Obsolete("Use Prefab instead.", false)]
public GameObject prefab;
/// <summary> The prefab to instantiate.</summary>
[FormerlySerializedAs("prefab")]
public GameObject Prefab;
/// <summary> Probability for this prefab. </summary>
[HideInInspector]
[Obsolete("Use Probability instead.", false)]
public float probability;
/// <summary> Probability for this prefab. </summary>
[FormerlySerializedAs("probability")]
public float Probability;
}
/// <summary>
/// Describe the possible methods to instantiate instances along the spline.
/// </summary>
public enum Method
{
/// <summary> Use exact number of instances.</summary>
[InspectorName("Instance Count")]
InstanceCount,
/// <summary> Use distance along the spline between 2 instances.</summary>
[InspectorName("Spline Distance")]
SpacingDistance,
/// <summary> Use distance in straight line between 2 instances.</summary>
[InspectorName("Linear Distance")]
LinearDistance
}
/// <summary>
/// Describes the coordinate space that is used to orient the instantiated object.
/// </summary>
public enum Space
{
/// <summary> Use the spline space to orient instances.</summary>
[InspectorName("Spline Element")]
Spline,
/// <summary> Use the spline GameObject space to orient instances.</summary>
[InspectorName("Spline Object")]
Local,
/// <summary> Use world space to orient instances.</summary>
[InspectorName("World Space")]
World,
}
[SerializeField]
SplineContainer m_Container;
/// <summary>
/// The SplineContainer containing the targeted spline.
/// </summary>
[Obsolete("Use Container instead.", false)]
public SplineContainer container => Container;
/// <summary>
/// The SplineContainer containing the targeted spline.
/// </summary>
public SplineContainer Container
{
get => m_Container;
set => m_Container = value;
}
[SerializeField]
List<InstantiableItem> m_ItemsToInstantiate = new List<InstantiableItem>();
/// <summary>
/// The items to use in the instantiation.
/// </summary>
public InstantiableItem[] itemsToInstantiate
{
get => m_ItemsToInstantiate.ToArray();
set
{
m_ItemsToInstantiate.Clear();
m_ItemsToInstantiate.AddRange(value);
}
}
[SerializeField]
Method m_Method = Method.SpacingDistance;
/// <summary>
/// The instantiation method to use.
/// </summary>
[Obsolete("Use InstantiateMethod instead.", false)]
public Method method => InstantiateMethod;
/// <summary>
/// The instantiation method to use.
/// </summary>
public Method InstantiateMethod
{
get => m_Method;
set => m_Method = value;
}
[SerializeField]
Space m_Space = Space.Spline;
/// <summary>
/// The coordinate space in which to orient the instanced object.
/// </summary>
[Obsolete("Use CoordinateSpace instead.", false)]
public Space space => CoordinateSpace;
/// <summary>
/// The coordinate space in which to orient the instanced object.
/// </summary>
public Space CoordinateSpace
{
get => m_Space;
set => m_Space = value;
}
[SerializeField]
Vector2 m_Spacing = new Vector2(1f, 1f);
/// <summary>
/// Minimum spacing between 2 generated instances,
/// if equal to the maxSpacing, then all instances will have the exact same spacing.
/// </summary>
public float MinSpacing
{
get => m_Spacing.x;
set
{
m_Spacing = new Vector2(value, m_Spacing.y);
ValidateSpacing();
}
}
/// <summary>
/// Maximum spacing between 2 generated instances,
/// if equal to the minSpacing, then all instances will have the exact same spacing
/// </summary>
public float MaxSpacing
{
get => m_Spacing.y;
set
{
m_Spacing = new Vector2(m_Spacing.x, value);
ValidateSpacing();
}
}
[SerializeField]
AlignAxis m_Up = AlignAxis.YAxis;
/// <summary>
/// Up axis of the object, by default set to the y-axis.
/// </summary>
[Obsolete("Use UpAxis instead.", false)]
public AlignAxis upAxis => UpAxis;
/// <summary>
/// Up axis of the object, by default set to the y-axis.
/// </summary>
public AlignAxis UpAxis
{
get => m_Up;
set => m_Up = value;
}
[SerializeField]
AlignAxis m_Forward = AlignAxis.ZAxis;
/// <summary>
/// Forward axis of the object, by default set to the Z Axis
/// </summary>
[Obsolete("Use ForwardAxis instead.", false)]
public AlignAxis forwardAxis => ForwardAxis;
/// <summary>
/// Forward axis of the object, by default set to the Z Axis
/// </summary>
public AlignAxis ForwardAxis
{
get => m_Forward;
set
{
m_Forward = value;
ValidateAxis();
}
}
[SerializeField]
Vector3Offset m_PositionOffset;
/// <summary>
/// Minimum (X,Y,Z) position offset to randomize instanced objects positions.
/// (X,Y and Z) values have to be lower to the ones of maxPositionOffset.
/// </summary>
[Obsolete("Use MinPositionOffset instead.", false)]
public Vector3 minPositionOffset => MinPositionOffset;
/// <summary>
/// Minimum (X,Y,Z) position offset to randomize instanced objects positions.
/// (X,Y and Z) values have to be lower to the ones of maxPositionOffset.
/// </summary>
public Vector3 MinPositionOffset
{
get => m_PositionOffset.min;
set
{
m_PositionOffset.min = value;
m_PositionOffset.CheckMinMax();
}
}
/// <summary>
/// Maximum (X,Y,Z) position offset to randomize instanced objects positions.
/// (X,Y and Z) values have to be higher to the ones of minPositionOffset.
/// </summary>
[Obsolete("Use MaxPositionOffset instead.", false)]
public Vector3 maxPositionOffset => MaxPositionOffset;
/// <summary>
/// Maximum (X,Y,Z) position offset to randomize instanced objects positions.
/// (X,Y and Z) values have to be higher to the ones of minPositionOffset.
/// </summary>
public Vector3 MaxPositionOffset
{
get => m_PositionOffset.max;
set
{
m_PositionOffset.max = value;
m_PositionOffset.CheckMinMax();
}
}
/// <summary>
/// Coordinate space to use to offset positions of the instances.
/// </summary>
[Obsolete("Use PositionSpace instead.", false)]
public OffsetSpace positionSpace => PositionSpace;
/// <summary>
/// Coordinate space to use to offset positions of the instances.
/// </summary>
public OffsetSpace PositionSpace
{
get => m_PositionOffset.space;
set
{
m_PositionOffset.space = value;
m_PositionOffset.CheckCustomSpace(m_Space);
}
}
[SerializeField]
Vector3Offset m_RotationOffset;
/// <summary>
/// Minimum (X,Y,Z) euler rotation offset to randomize instanced objects rotations.
/// (X,Y and Z) values have to be lower to the ones of maxRotationOffset.
/// </summary>
[Obsolete("Use MinRotationOffset instead.", false)]
public Vector3 minRotationOffset => MinRotationOffset;
/// <summary>
/// Minimum (X,Y,Z) euler rotation offset to randomize instanced objects rotations.
/// (X,Y and Z) values have to be lower to the ones of maxRotationOffset.
/// </summary>
public Vector3 MinRotationOffset
{
get => m_RotationOffset.min;
set
{
m_RotationOffset.min = value;
m_RotationOffset.CheckMinMax();
}
}
/// <summary>
/// Maximum (X,Y,Z) euler rotation offset to randomize instanced objects rotations.
/// (X,Y and Z) values have to be higher to the ones of minRotationOffset.
/// </summary>
[Obsolete("Use MaxRotationOffset instead.", false)]
public Vector3 maxRotationOffset => MaxRotationOffset;
/// <summary>
/// Maximum (X,Y,Z) euler rotation offset to randomize instanced objects rotations.
/// (X,Y and Z) values have to be higher to the ones of minRotationOffset.
/// </summary>
public Vector3 MaxRotationOffset
{
get => m_RotationOffset.max;
set
{
m_RotationOffset.max = value;
m_RotationOffset.CheckMinMax();
}
}
/// <summary>
/// Coordinate space to use to offset rotations of the instances.
/// </summary>
[Obsolete("Use RotationSpace instead.", false)]
public OffsetSpace rotationSpace => RotationSpace;
/// <summary>
/// Coordinate space to use to offset rotations of the instances.
/// </summary>
public OffsetSpace RotationSpace
{
get => m_RotationOffset.space;
set
{
m_RotationOffset.space = value;
m_RotationOffset.CheckCustomSpace(m_Space);
}
}
[SerializeField]
Vector3Offset m_ScaleOffset;
/// <summary>
/// Minimum (X,Y,Z) scale offset to randomize instanced objects scales.
/// (X,Y and Z) values have to be lower to the ones of maxScaleOffset.
/// </summary>
[Obsolete("Use MinScaleOffset instead.", false)]
public Vector3 minScaleOffset => MinScaleOffset;
/// <summary>
/// Minimum (X,Y,Z) scale offset to randomize instanced objects scales.
/// (X,Y and Z) values have to be lower to the ones of maxScaleOffset.
/// </summary>
public Vector3 MinScaleOffset
{
get => m_ScaleOffset.min;
set
{
m_ScaleOffset.min = value;
m_ScaleOffset.CheckMinMax();
}
}
/// <summary>
/// Maximum (X,Y,Z) scale offset to randomize instanced objects scales.
/// (X,Y and Z) values have to be higher to the ones of minScaleOffset.
/// </summary>
[Obsolete("Use MaxScaleOffset instead.", false)]
public Vector3 maxScaleOffset => MaxScaleOffset;
/// <summary>
/// Maximum (X,Y,Z) scale offset to randomize instanced objects scales.
/// (X,Y and Z) values have to be higher to the ones of minScaleOffset.
/// </summary>
public Vector3 MaxScaleOffset
{
get => m_ScaleOffset.max;
set
{
m_ScaleOffset.max = value;
m_ScaleOffset.CheckMinMax();
}
}
/// <summary>
/// Coordinate space to use to offset rotations of the instances (usually OffsetSpace.Object).
/// </summary>
[Obsolete("Use ScaleSpace instead.", false)]
public OffsetSpace scaleSpace => ScaleSpace;
/// <summary>
/// Coordinate space to use to offset rotations of the instances (usually OffsetSpace.Object).
/// </summary>
public OffsetSpace ScaleSpace
{
get => m_ScaleOffset.space;
set
{
m_ScaleOffset.space = value;
m_ScaleOffset.CheckCustomSpace(m_Space);
}
}
// Keep old serialization of instances to ensure that no zombie instances will remain serialized.
[SerializeField, HideInInspector, FormerlySerializedAs("m_Instances")]
List<GameObject> m_DeprecatedInstances = new List<GameObject>();
const string k_InstancesRootName = "root-";
GameObject m_InstancesRoot;
Transform instancesRootTransform
{
get
{
if (m_InstancesRoot == null)
{
m_InstancesRoot = new GameObject(k_InstancesRootName+GetInstanceID());
m_InstancesRoot.hideFlags |= HideFlags.HideAndDontSave;
m_InstancesRoot.transform.parent = transform;
m_InstancesRoot.transform.localPosition = Vector3.zero;
m_InstancesRoot.transform.localRotation = Quaternion.identity;
}
return m_InstancesRoot.transform;
}
}
readonly List<GameObject> m_Instances = new List<GameObject>();
internal List<GameObject> instances => m_Instances;
bool m_InstancesCacheDirty = false;
[SerializeField]
bool m_AutoRefresh = true;
InstantiableItem m_CurrentItem;
bool m_SplineDirty = false;
float m_MaxProbability = 1f;
float maxProbability
{
get => m_MaxProbability;
set
{
if (m_MaxProbability != value)
{
m_MaxProbability = value;
m_InstancesCacheDirty = true;
}
}
}
[HideInInspector]
[SerializeField]
int m_Seed = 0;
int seed
{
get => m_Seed;
set
{
m_Seed = value;
m_InstancesCacheDirty = true;
Random.InitState(m_Seed);
}
}
List<float> m_TimesCache = new();
List<float> m_LengthsCache = new();
void OnEnable()
{
if (m_Seed == 0)
m_Seed = GetInstanceID();
#if UNITY_EDITOR
Undo.undoRedoPerformed += UndoRedoPerformed;
#endif
//Bugfix for SPLB-107: Duplicating a SplineInstantiate is making children visible
//This ensure to delete the invalid children.
CheckChildrenValidity();
Spline.Changed += OnSplineChanged;
UpdateInstances();
}
void OnDisable()
{
#if UNITY_EDITOR
Undo.undoRedoPerformed -= UndoRedoPerformed;
#endif
Spline.Changed -= OnSplineChanged;
Clear();
}
void UndoRedoPerformed()
{
m_InstancesCacheDirty = true;
m_SplineDirty = true;
}
void OnValidate()
{
ValidateSpacing();
m_SplineDirty = m_AutoRefresh;
EnsureItemsValidity();
m_PositionOffset.CheckMinMaxValidity();
m_RotationOffset.CheckMinMaxValidity();
m_ScaleOffset.CheckMinMaxValidity();
}
void EnsureItemsValidity()
{
float probability = 0;
for (int i = 0; i < m_ItemsToInstantiate.Count; i++)
{
var item = m_ItemsToInstantiate[i];
if (item.Prefab != null)
{
if (transform.IsChildOf(item.Prefab.transform))
{
Debug.LogWarning("Instantiating a parent of the SplineInstantiate object itself is not permitted" +
$" ({item.Prefab.name} is a parent of {transform.gameObject.name}).");
item.Prefab = null;
m_ItemsToInstantiate[i] = item;
}
else
probability += item.Probability;
}
}
maxProbability = probability;
}
void CheckChildrenValidity()
{
// All the children have to be checked in case multiple SplineInstantiate components are used on the same GameObject.
// We want to be able to have multiple components as it allows for example to instantiate grass and
// trees with different parameters on the same object.
var ids = GetComponents<SplineInstantiate>().Select(sInstantiate => sInstantiate.GetInstanceID()).ToList();
var childCount = transform.childCount;
for (int i = childCount - 1; i >= 0; --i)
{
var child = transform.GetChild(i).gameObject;
if (child.name.StartsWith(k_InstancesRootName))
{
var invalid = true;
foreach (var instanceID in ids)
{
if (child.name.Equals(k_InstancesRootName + instanceID))
{
invalid = false;
break;
}
}
if (invalid)
#if UNITY_EDITOR
DestroyImmediate(child);
#else
Destroy(child);
#endif
}
}
}
void ValidateSpacing()
{
var xSpacing = Mathf.Max(0.1f, m_Spacing.x);
if (m_Method != Method.LinearDistance)
{
var ySpacing = float.IsNaN(m_Spacing.y) ? xSpacing : Mathf.Max(0.1f, m_Spacing.y);
m_Spacing = new Vector2(xSpacing, Mathf.Max(xSpacing, ySpacing));
}
else if (m_Method == Method.LinearDistance)
{
var ySpacing = float.IsNaN(m_Spacing.y) ? m_Spacing.y : xSpacing;
m_Spacing = new Vector2(xSpacing, ySpacing);
}
}
/// <summary>
/// This method prevents Up and Forward axis to be aligned.
/// Up axis will always be kept as the prioritized one.
/// If Forward axis is in the same direction than the Up (or -Up) it'll be changed to the next axis.
/// </summary>
void ValidateAxis()
{
if (m_Forward == m_Up || (int)m_Forward == ((int)m_Up + 3) % 6)
m_Forward = (AlignAxis)(((int)m_Forward + 1) % 6);
}
internal void SetSplineDirty(Spline spline)
{
if (m_Container != null && m_Container.Splines.Contains(spline) && m_AutoRefresh)
UpdateInstances();
}
void InitContainer()
{
if (m_Container == null)
m_Container = GetComponent<SplineContainer>();
}
/// <summary>
/// Clear all the created instances along the spline
/// </summary>
public void Clear()
{
SetDirty();
TryClearCache();
}
/// <summary>
/// Set the created instances dirty to erase them next time instances will be generated
/// (otherwise the next generation will reuse cached instances)
/// </summary>
public void SetDirty()
{
m_InstancesCacheDirty = true;
}
void TryClearCache()
{
if (!m_InstancesCacheDirty)
{
for (int i = 0; i < m_Instances.Count; i++)
{
if (m_Instances[i] == null)
{
m_InstancesCacheDirty = true;
break;
}
}
}
if (m_InstancesCacheDirty)
{
for (int i = m_Instances.Count - 1; i >= 0; --i)
{
#if UNITY_EDITOR
DestroyImmediate(m_Instances[i]);
#else
Destroy(m_Instances[i]);
#endif
}
#if UNITY_EDITOR
DestroyImmediate(m_InstancesRoot);
#else
Destroy(m_InstancesRoot);
#endif
m_Instances.Clear();
m_InstancesCacheDirty = false;
}
}
void ClearDeprecatedInstances()
{
foreach (var instance in m_DeprecatedInstances)
{
#if UNITY_EDITOR
DestroyImmediate(instance);
#else
Destroy(instance);
#endif
}
m_DeprecatedInstances.Clear();
}
/// <summary>
/// Change the Random seed to obtain a new generation along the Spline
/// </summary>
public void Randomize()
{
seed = Random.Range(int.MinValue, int.MaxValue);
m_SplineDirty = true;
}
void Update()
{
if (m_SplineDirty)
UpdateInstances();
}
/// <summary>
/// Create and update all instances along the spline based on the list of available prefabs/objects.
/// </summary>
public void UpdateInstances()
{
ClearDeprecatedInstances();
TryClearCache();
if (m_Container == null)
InitContainer();
if (m_Container == null || m_ItemsToInstantiate.Count == 0)
return;
const float k_Epsilon = 0.001f;
Random.InitState(m_Seed);
int index = 0;
int indexOffset = 0;
m_LengthsCache.Clear();
var splineLength = 0f;
var totalSplineLength = 0f;
for (int splineIndex = 0; splineIndex < m_Container.Splines.Count; splineIndex++)
{
var length = m_Container.CalculateLength(splineIndex);
m_LengthsCache.Add(length);
totalSplineLength += length;
}
var spacing = Random.Range(m_Spacing.x, m_Spacing.y);
var currentDist = 0f;
var instanceCountModeStep = 0f;
if (m_Method == Method.InstanceCount)
{
// Advance dist by half length if we only need to spawn one item - we want to spawn it mid total spline length
if (spacing == 1)
currentDist = totalSplineLength / 2f;
else if (spacing < 1) // Using less operator here as the spacing setters always clamp spacing to a minimum value of 0.1
{
// If there's nothing to spawn, make currentDist larger than length to effectively skip prefab spawnning but still trigger previous spawn cleanup
currentDist = totalSplineLength + 1f;
}
// Take into account the Closed property only if there's one spline in container
if (m_Container.Splines.Count == 1)
instanceCountModeStep = totalSplineLength / (m_Container.Splines[0].Closed ? (int)spacing : (int)spacing - 1);
else
instanceCountModeStep = totalSplineLength / ((int)spacing - 1);
}
//Needs to ensure the validity of the items to instantiate to be certain we don't have a parent of the hierarchy in these.
EnsureItemsValidity();
for (int splineIndex = 0; splineIndex < m_Container.Splines.Count; splineIndex++)
{
var spline = m_Container.Splines[splineIndex];
using (var nativeSpline = new NativeSpline(spline, m_Container.transform.localToWorldMatrix, Allocator.TempJob))
{
splineLength = m_LengthsCache[splineIndex];
var terminateSpawning = false;
if (m_Method == Method.InstanceCount)
{
if (currentDist > (splineLength + k_Epsilon) && currentDist <= (totalSplineLength + k_Epsilon))
{
currentDist -= splineLength;
terminateSpawning = true;
}
}
else
currentDist = 0f;
m_TimesCache.Clear();
while (currentDist <= (splineLength + k_Epsilon) && !terminateSpawning)
{
if (!SpawnPrefab(index))
break;
m_TimesCache.Add(currentDist / splineLength);
if (m_Method == Method.SpacingDistance)
{
spacing = Random.Range(m_Spacing.x, m_Spacing.y);
currentDist += spacing;
}
else if (m_Method == Method.InstanceCount)
{
if (spacing > 1)
{
var previousDist = currentDist;
currentDist += instanceCountModeStep;
if (previousDist < splineLength && currentDist > (splineLength + k_Epsilon))
{
currentDist -= splineLength;
terminateSpawning = true;
}
}
// If we're here, we're spawning 1 object or none, therefore add total length to currentDist
// so that we no longer enter the while loop as the object has been spawned already
else
currentDist += totalSplineLength;
}
else if (m_Method == Method.LinearDistance)
{
//m_Spacing.y is set to NaN to trigger automatic computation
if (float.IsNaN(m_Spacing.y))
{
var meshfilter = m_Instances[index].GetComponent<MeshFilter>();
var axis = Vector3.right;
if (m_Forward == AlignAxis.ZAxis || m_Forward == AlignAxis.NegativeZAxis)
axis = Vector3.forward;
if (m_Forward == AlignAxis.YAxis || m_Forward == AlignAxis.NegativeYAxis)
axis = Vector3.up;
if (meshfilter == null)
{
meshfilter = m_Instances[index].GetComponentInChildren<MeshFilter>();
if (meshfilter != null)
axis = Vector3.Scale(meshfilter.transform.InverseTransformDirection(m_Instances[index].transform.TransformDirection(axis)), meshfilter.transform.lossyScale);
}
if (meshfilter != null)
{
var bounds = meshfilter.sharedMesh.bounds;
var filters = meshfilter.GetComponentsInChildren<MeshFilter>();
foreach (var filter in filters)
{
var localBounds = filter.sharedMesh.bounds;
bounds.size = new Vector3(Mathf.Max(bounds.size.x, localBounds.size.x),
Mathf.Max(bounds.size.z, localBounds.size.z),
Mathf.Max(bounds.size.z, localBounds.size.z));
}
spacing = Vector3.Scale(bounds.size, axis).magnitude;
}
}
else
spacing = Random.Range(m_Spacing.x, m_Spacing.y);
nativeSpline.GetPointAtLinearDistance(m_TimesCache[index], spacing, out var nextT);
currentDist = nextT >= 1f ? splineLength + 1f : nextT * splineLength;
}
index++;
}
//removing extra unnecessary instances
for (int i = m_Instances.Count - 1; i >= index; i--)
{
if (m_Instances[i] != null)
{
#if UNITY_EDITOR
DestroyImmediate(m_Instances[i]);
#else
Destroy(m_Instances[i]);
#endif
m_Instances.RemoveAt(i);
}
}
//Positioning elements
for (int i = indexOffset; i < index; i++)
{
var instance = m_Instances[i];
var splineT = m_TimesCache[i - indexOffset];
nativeSpline.Evaluate(splineT, out var position, out var direction, out var splineUp);
instance.transform.position = position;
if (m_Method == Method.LinearDistance)
{
var nextPosition = nativeSpline.EvaluatePosition(i + 1 < index ? m_TimesCache[i + 1 - indexOffset] : 1f);
direction = nextPosition - position;
}
var up = math.normalizesafe(splineUp);
var forward = math.normalizesafe(direction);
if (m_Space == Space.World)
{
up = Vector3.up;
forward = Vector3.forward;
}
else if (m_Space == Space.Local)
{
up = transform.TransformDirection(Vector3.up);
forward = transform.TransformDirection(Vector3.forward);
}
// Correct forward and up vectors based on axis remapping parameters
var remappedForward = math.normalizesafe(GetAxis(m_Forward));
var remappedUp = math.normalizesafe(GetAxis(m_Up));
var axisRemapRotation = Quaternion.Inverse(Quaternion.LookRotation(remappedForward, remappedUp));
instance.transform.rotation = Quaternion.LookRotation(forward, up) * axisRemapRotation;
var customUp = up;
var customForward = forward;
if (m_PositionOffset.hasOffset)
{
if (m_PositionOffset.hasCustomSpace)
GetCustomSpaceAxis(m_PositionOffset.space, splineUp, direction, instance.transform, out customUp, out customForward);
var offset = m_PositionOffset.GetNextOffset();
var right = Vector3.Cross(customUp, customForward).normalized;
instance.transform.position += offset.x * right + offset.y * (Vector3)customUp + offset.z * (Vector3)customForward;
}
if (m_ScaleOffset.hasOffset)
{
customUp = up;
customForward = forward;
if (m_ScaleOffset.hasCustomSpace)
GetCustomSpaceAxis(m_ScaleOffset.space, splineUp, direction, instance.transform, out customUp, out customForward);
customUp = instance.transform.InverseTransformDirection(customUp).normalized;
customForward = instance.transform.InverseTransformDirection(customForward).normalized;
var offset = m_ScaleOffset.GetNextOffset();
var right = Vector3.Cross(customUp, customForward).normalized;
instance.transform.localScale += offset.x * right + offset.y * (Vector3)customUp + offset.z * (Vector3)customForward;
}
if (m_RotationOffset.hasOffset)
{
customUp = up;
customForward = forward;
if (m_RotationOffset.hasCustomSpace)
{
GetCustomSpaceAxis(m_RotationOffset.space, splineUp, direction, instance.transform, out customUp, out customForward);
if (m_RotationOffset.space == OffsetSpace.Object)
axisRemapRotation = quaternion.identity;
}
var offset = m_RotationOffset.GetNextOffset();
var right = Vector3.Cross(customUp, customForward).normalized;
customForward = Quaternion.AngleAxis(offset.y, customUp) * Quaternion.AngleAxis(offset.x, right) * customForward;
customUp = Quaternion.AngleAxis(offset.x, right) * Quaternion.AngleAxis(offset.z, customForward) * customUp;
instance.transform.rotation = Quaternion.LookRotation(customForward, customUp) * axisRemapRotation;
}
}
indexOffset = index;
}
}
m_SplineDirty = false;
}
bool SpawnPrefab(int index)
{
var prefabIndex = m_ItemsToInstantiate.Count == 1 ? 0 : GetPrefabIndex();
m_CurrentItem = m_ItemsToInstantiate[prefabIndex];
if (m_CurrentItem.Prefab == null)
return false;
if (index >= m_Instances.Count)
{
#if UNITY_EDITOR
var assetType = PrefabUtility.GetPrefabAssetType(m_CurrentItem.Prefab);
if (assetType == PrefabAssetType.MissingAsset)
{
Debug.LogError($"Trying to instantiate a missing asset for item index [{prefabIndex}].");
return false;
}
if (assetType != PrefabAssetType.NotAPrefab && !Application.isPlaying)
m_Instances.Add(PrefabUtility.InstantiatePrefab(m_CurrentItem.Prefab, instancesRootTransform) as GameObject);
else
#endif
m_Instances.Add(Instantiate(m_CurrentItem.Prefab, instancesRootTransform));
m_Instances[index].hideFlags |= HideFlags.HideAndDontSave;
}
m_Instances[index].transform.localPosition = m_CurrentItem.Prefab.transform.localPosition;
m_Instances[index].transform.localRotation = m_CurrentItem.Prefab.transform.localRotation;
m_Instances[index].transform.localScale = m_CurrentItem.Prefab.transform.localScale;
return true;
}
void GetCustomSpaceAxis(OffsetSpace space, float3 splineUp, float3 direction, Transform instanceTransform, out float3 customUp, out float3 customForward)
{
customUp = Vector3.up;
customForward = Vector3.forward;
if (space == OffsetSpace.Local)
{
customUp = transform.TransformDirection(Vector3.up);
customForward = transform.TransformDirection(Vector3.forward);
}
else if (space == OffsetSpace.Spline)
{
customUp = splineUp;
customForward = direction;
}
else if (space == OffsetSpace.Object)
{
customUp = instanceTransform.TransformDirection(Vector3.up);
customForward = instanceTransform.TransformDirection(Vector3.forward);
}
}
int GetPrefabIndex()
{
var prefabChoice = Random.Range(0, m_MaxProbability);
var currentProbability = 0f;
for (int i = 0; i < m_ItemsToInstantiate.Count; i++)
{
if (m_ItemsToInstantiate[i].Prefab == null)
continue;
var itemProbability = m_ItemsToInstantiate[i].Probability;
if (prefabChoice < currentProbability + itemProbability)
return i;
currentProbability += itemProbability;
}
return 0;
}
void OnSplineChanged(Spline spline, int knotIndex, SplineModification modificationType)
{
if (m_Container != null && m_Container.Spline == spline)
m_SplineDirty = m_AutoRefresh;
}
}
}
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