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			487 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			487 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C#
		
	
using UnityEditor;
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using UnityEngine;
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using System.Collections;
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using System;
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namespace RootMotion.FinalIK
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{
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    /*
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	 * Custom inspector for RotationLimitSpline
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	 * */
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    [CustomEditor(typeof(RotationLimitSpline))]
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    [CanEditMultipleObjects]
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    public class RotationLimitSplineInspector : RotationLimitInspector
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    {
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        // Determines if we are dragging the handle's limits or angle
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        public enum ScaleMode
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        {
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            Limit,
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            Angle
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        }
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        // In Smooth TangentMode, in and out tangents will always be the same, Independent allowes for difference
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        public enum TangentMode
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        {
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            Smooth,
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            Independent
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        }
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        private RotationLimitSpline script { get { return target as RotationLimitSpline; } }
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        private RotationLimitSpline clone;
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        private ScaleMode scaleMode;
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        private TangentMode tangentMode;
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        private int selectedHandle = -1, deleteHandle = -1, addHandle = -1;
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        #region Inspector
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        public void OnEnable()
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        {
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            // Check if RotationLimitspline is properly set up, if not, reset to defaults
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            if (script.spline == null)
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            {
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                script.spline = new AnimationCurve(defaultKeys);
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                EditorUtility.SetDirty(script);
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            }
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            else if (script.spline.keys.Length < 4)
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            {
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                script.spline.keys = defaultKeys;
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                EditorUtility.SetDirty(script);
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            }
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        }
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        /*
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		 * Returns the default keyframes for the RotationLimitspline
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		 * */
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        private static Keyframe[] defaultKeys
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        {
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            get
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            {
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                Keyframe[] k = new Keyframe[5];
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                // Values for a simple elliptic spline
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                k[0].time = 0.01f;
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                k[0].value = 30;
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                k[0].inTangent = 0.01f;
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                k[0].outTangent = 0.01f;
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                k[1].time = 90;
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                k[1].value = 45;
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                k[1].inTangent = 0.01f;
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                k[1].outTangent = 0.01f;
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                k[2].time = 180;
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                k[2].value = 30;
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                k[2].inTangent = 0.01f;
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                k[2].outTangent = 0.01f;
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                k[3].time = 270;
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                k[3].value = 45;
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                k[3].inTangent = 0.01f;
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                k[3].outTangent = 0.01f;
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                k[4].time = 360;
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                k[4].value = 30;
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                k[4].inTangent = 0.01f;
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                k[4].outTangent = 0.01f;
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                return k;
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            }
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        }
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        public override void OnInspectorGUI()
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        {
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            GUI.changed = false;
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            DrawDefaultInspector();
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            script.twistLimit = Mathf.Clamp(script.twistLimit, 0, 180);
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            if (GUI.changed) EditorUtility.SetDirty(script);
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        }
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        /*
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		 * Make sure the keyframes and tangents are valid
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		 * */
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        private void ValidateKeyframes(Keyframe[] keys)
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        {
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            keys[keys.Length - 1].value = keys[0].value;
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            keys[keys.Length - 1].time = keys[0].time + 360;
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            keys[keys.Length - 1].inTangent = keys[0].inTangent;
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        }
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        #endregion Inspector
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        #region Scene
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        void OnSceneGUI()
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        {
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            GUI.changed = false;
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            // Get the keyframes of the AnimationCurve to be manipulated
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            Keyframe[] keys = script.spline.keys;
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            // Set defaultLocalRotation so that the initial local rotation will be the zero point for the rotation limit
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            if (!Application.isPlaying && !script.defaultLocalRotationOverride) script.defaultLocalRotation = script.transform.localRotation;
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            if (script.axis == Vector3.zero) return;
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            // Make the curve loop
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            script.spline.postWrapMode = WrapMode.Loop;
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            script.spline.preWrapMode = WrapMode.Loop;
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            DrawRotationSphere(script.transform.position);
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            // Display the main axis
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            DrawArrow(script.transform.position, Direction(script.axis), colorDefault, "Axis", 0.02f);
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            Vector3 swing = script.axis.normalized;
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            // Editing tools GUI
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            Handles.BeginGUI();
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            GUILayout.BeginArea(new Rect(10, 10, 440, 100), "Rotation Limit Spline", "Window");
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            // Scale Mode and Tangent Mode
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            GUILayout.BeginHorizontal();
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            scaleMode = (ScaleMode)EditorGUILayout.EnumPopup("Drag Handle", scaleMode);
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            tangentMode = (TangentMode)EditorGUILayout.EnumPopup("Drag Tangents", tangentMode);
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            GUILayout.EndHorizontal();
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            EditorGUILayout.Space();
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            if (Inspector.Button("Rotate 90 degrees", "Rotate rotation limit around axis.", script, GUILayout.Width(220)))
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            {
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                if (!Application.isPlaying) Undo.RecordObject(script, "Handle Value");
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                for (int i = 0; i < keys.Length; i++) keys[i].time += 90;
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            }
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            // Cloning values from another RotationLimitSpline
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            EditorGUILayout.BeginHorizontal();
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            if (Inspector.Button("Clone From", "Make this rotation limit identical to another", script, GUILayout.Width(220)))
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            {
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                CloneLimit();
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                keys = script.spline.keys;
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            }
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            clone = (RotationLimitSpline)EditorGUILayout.ObjectField("", clone, typeof(RotationLimitSpline), true);
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            EditorGUILayout.EndHorizontal();
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            GUILayout.EndArea();
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            Handles.EndGUI();
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            // Draw keyframes
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            for (int i = 0; i < keys.Length - 1; i++)
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            {
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                float angle = keys[i].time;
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                // Start drawing handles
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                Quaternion offset = Quaternion.AngleAxis(angle, swing);
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                Quaternion rotation = Quaternion.AngleAxis(keys[i].value, offset * script.crossAxis);
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                Vector3 position = script.transform.position + Direction(rotation * swing);
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                Handles.Label(position, "  " + i.ToString());
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                // Dragging Values
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                if (selectedHandle == i)
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                {
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                    Handles.color = colorHandles;
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                    switch (scaleMode)
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                    {
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                        case ScaleMode.Limit:
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                            float inputValue = keys[i].value;
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                            inputValue = Mathf.Clamp(Inspector.ScaleValueHandleSphere(inputValue, position, Quaternion.identity, 0.5f, 0), 0.01f, 180);
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                            if (keys[i].value != inputValue)
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                            {
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                                if (!Application.isPlaying) Undo.RecordObject(script, "Handle Value");
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                                keys[i].value = inputValue;
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                            }
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                            break;
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                        case ScaleMode.Angle:
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                            float inputTime = keys[i].time;
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                            inputTime = Inspector.ScaleValueHandleSphere(inputTime, position, Quaternion.identity, 0.5f, 0);
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                            if (keys[i].time != inputTime)
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                            {
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                                if (!Application.isPlaying) Undo.RecordObject(script, "Handle Angle");
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                                keys[i].time = inputTime;
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                            }
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                            break;
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                    }
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                }
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                // Handle select button
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                if (selectedHandle != i)
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                {
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                    Handles.color = Color.blue;
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                    if (Inspector.SphereButton(position, script.transform.rotation, 0.05f, 0.05f))
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                    {
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                        selectedHandle = i;
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                    }
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                }
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                // Tangents
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                if (selectedHandle == i)
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                {
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                    // Evaluate positions before and after the key to get the tangent positions
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                    Vector3 prevPosition = GetAnglePosition(keys[i].time - 1);
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                    Vector3 nextPosition = GetAnglePosition(keys[i].time + 1);
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                    // Draw handles for the tangents
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                    Handles.color = Color.white;
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                    Vector3 toNext = (nextPosition - position).normalized * 0.3f;
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                    float outTangent = keys[i].outTangent;
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                    outTangent = Inspector.ScaleValueHandleSphere(outTangent, position + toNext, Quaternion.identity, 0.2f, 0);
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                    Vector3 toPrev = (prevPosition - position).normalized * 0.3f;
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                    float inTangent = keys[i].inTangent;
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                    inTangent = Inspector.ScaleValueHandleSphere(inTangent, position + toPrev, Quaternion.identity, 0.2f, 0);
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                    if (outTangent != keys[i].outTangent || inTangent != keys[i].inTangent) selectedHandle = i;
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                    // Make the other tangent match the dragged tangent (if in "Smooth" TangentMode)
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                    switch (tangentMode)
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                    {
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                        case TangentMode.Smooth:
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                            if (outTangent != keys[i].outTangent)
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                            {
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                                if (!Application.isPlaying) Undo.RecordObject(script, "Tangents");
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                                keys[i].outTangent = outTangent;
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                                keys[i].inTangent = outTangent;
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                            }
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                            else if (inTangent != keys[i].inTangent)
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                            {
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                                if (!Application.isPlaying) Undo.RecordObject(script, "Tangents");
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                                keys[i].outTangent = inTangent;
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                                keys[i].inTangent = inTangent;
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                            }
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                            break;
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                        case TangentMode.Independent:
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                            if (outTangent != keys[i].outTangent)
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                            {
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                                if (!Application.isPlaying) Undo.RecordObject(script, "Tangents");
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                                keys[i].outTangent = outTangent;
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                            }
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                            else if (inTangent != keys[i].inTangent)
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                            {
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                                if (!Application.isPlaying) Undo.RecordObject(script, "Tangents");
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                                keys[i].inTangent = inTangent;
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                            }
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                            break;
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                    }
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                    // Draw lines and labels to tangent handles
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                    Handles.color = Color.white;
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                    GUI.color = Color.white;
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                    Handles.DrawLine(position, position + toNext);
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                    Handles.Label(position + toNext, " Out");
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                    Handles.DrawLine(position, position + toPrev);
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                    Handles.Label(position + toPrev, " In");
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                }
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            }
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            // Selected Point GUI
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            if (selectedHandle != -1)
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            {
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                Handles.BeginGUI();
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                //GUILayout.BeginArea(new Rect(Screen.width - 240, Screen.height - 200, 230, 150), "Handle " + selectedHandle.ToString(), "Window");
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                GUILayout.BeginArea(new Rect(10, 120, 230, 150), "Handle " + selectedHandle.ToString(), "Window");
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                if (Inspector.Button("Delete", "Delete this handle", script))
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                {
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                    if (keys.Length > 4)
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                    {
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                        deleteHandle = selectedHandle;
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                    }
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                    else if (!Warning.logged) script.LogWarning("Spline Rotation Limit should have at least 3 handles");
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                }
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                if (Inspector.Button("Add Handle", "Add a new handle next to this one", script))
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                {
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                    addHandle = selectedHandle;
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                }
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                // Clamp the key angles to previous and next handle angles
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                float prevTime = 0, nextTime = 0;
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                if (selectedHandle < keys.Length - 2) nextTime = keys[selectedHandle + 1].time;
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                else nextTime = keys[0].time + 360;
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                if (selectedHandle == 0) prevTime = keys[keys.Length - 2].time - 360;
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                else prevTime = keys[selectedHandle - 1].time;
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                // Angles
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                float inputTime = keys[selectedHandle].time;
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                inputTime = Mathf.Clamp(EditorGUILayout.FloatField(new GUIContent("Angle", "Angle of the point (0-360)."), inputTime), prevTime, nextTime);
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                if (keys[selectedHandle].time != inputTime)
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                {
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                    if (!Application.isPlaying) Undo.RecordObject(script, "Handle Angle");
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                    keys[selectedHandle].time = inputTime;
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                }
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                // Limits
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                float inputValue = keys[selectedHandle].value;
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                inputValue = Mathf.Clamp(EditorGUILayout.FloatField(new GUIContent("Limit", "Max angular limit from Axis at this angle"), inputValue), 0, 180);
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                if (keys[selectedHandle].value != inputValue)
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                {
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                    if (!Application.isPlaying) Undo.RecordObject(script, "Handle Limit");
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                    keys[selectedHandle].value = inputValue;
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                }
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                // In Tangents
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                float inputInTangent = keys[selectedHandle].inTangent;
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                inputInTangent = EditorGUILayout.FloatField(new GUIContent("In Tangent", "In tangent of the handle point on the spline"), inputInTangent);
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                if (keys[selectedHandle].inTangent != inputInTangent)
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                {
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                    if (!Application.isPlaying) Undo.RecordObject(script, "Handle In Tangent");
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                    keys[selectedHandle].inTangent = inputInTangent;
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                }
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                // Out tangents
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                float inputOutTangent = keys[selectedHandle].outTangent;
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                inputOutTangent = EditorGUILayout.FloatField(new GUIContent("Out Tangent", "Out tangent of the handle point on the spline"), inputOutTangent);
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                if (keys[selectedHandle].outTangent != inputOutTangent)
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                {
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                    if (!Application.isPlaying) Undo.RecordObject(script, "Handle Out Tangent");
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                    keys[selectedHandle].outTangent = inputOutTangent;
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                }
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                GUILayout.EndArea();
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                Handles.EndGUI();
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            }
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            // Make sure the keyframes are valid;
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            ValidateKeyframes(keys);
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            // Replace the AnimationCurve keyframes with the manipulated keyframes
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            script.spline.keys = keys;
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            // Display limits
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            for (int i = 0; i < 360; i += 2)
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            {
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                float evaluatedLimit = script.spline.Evaluate((float)i);
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                Quaternion offset = Quaternion.AngleAxis(i, swing);
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                Quaternion evaluatedRotation = Quaternion.AngleAxis(evaluatedLimit, offset * script.crossAxis);
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                Quaternion testRotation = Quaternion.AngleAxis(179.9f, offset * script.crossAxis);
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                Quaternion limitedRotation = script.LimitSwing(testRotation);
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                Vector3 evaluatedDirection = evaluatedRotation * swing;
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                Vector3 limitedDirection = limitedRotation * swing;
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                // Display the limit points in red if they are out of range
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                bool isValid = Vector3.Distance(evaluatedDirection, limitedDirection) < 0.01f && evaluatedLimit >= 0;
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                Color color = isValid ? colorDefaultTransparent : colorInvalid;
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                Vector3 limitPoint = script.transform.position + Direction(evaluatedDirection);
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                Handles.color = color;
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                if (i == 0) zeroPoint = limitPoint;
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                Handles.DrawLine(script.transform.position, limitPoint);
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                if (i > 0)
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                {
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                    Handles.color = isValid ? colorDefault : colorInvalid;
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                    Handles.DrawLine(limitPoint, lastPoint);
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                    if (i == 358) Handles.DrawLine(limitPoint, zeroPoint);
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                }
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                lastPoint = limitPoint;
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            }
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            // Deleting points
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            if (deleteHandle != -1)
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            {
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                DeleteHandle(deleteHandle);
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                selectedHandle = -1;
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                deleteHandle = -1;
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            }
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            // Adding points
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            if (addHandle != -1)
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            {
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                AddHandle(addHandle);
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                addHandle = -1;
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            }
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            Handles.color = Color.white;
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            if (GUI.changed) EditorUtility.SetDirty(script);
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        }
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        private Vector3 lastPoint, zeroPoint;
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						|
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        /*
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		 * Return the evaluated position for the specified angle
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		 * */
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        private Vector3 GetAnglePosition(float angle)
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        {
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            Vector3 swing = script.axis.normalized;
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            Quaternion offset = Quaternion.AngleAxis(angle, swing);
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            Quaternion rotation = Quaternion.AngleAxis(script.spline.Evaluate(angle), offset * script.crossAxis);
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            return script.transform.position + Direction(rotation * swing);
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        }
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						|
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						|
        /*
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		 * Converting directions from local space to world space
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						|
		 * */
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						|
        private Vector3 Direction(Vector3 v)
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        {
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            if (script.transform.parent == null) return script.defaultLocalRotation * v;
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            return script.transform.parent.rotation * (script.defaultLocalRotation * v);
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        }
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						|
 | 
						|
        /*
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		 * Removing Handles
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						|
		 * */
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						|
        private void DeleteHandle(int p)
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						|
        {
 | 
						|
            Keyframe[] keys = script.spline.keys;
 | 
						|
            Keyframe[] newKeys = new Keyframe[0];
 | 
						|
 | 
						|
            for (int i = 0; i < keys.Length; i++)
 | 
						|
            {
 | 
						|
                if (i != p)
 | 
						|
                {
 | 
						|
                    Array.Resize(ref newKeys, newKeys.Length + 1);
 | 
						|
                    newKeys[newKeys.Length - 1] = keys[i];
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            script.spline.keys = newKeys;
 | 
						|
        }
 | 
						|
 | 
						|
        /*
 | 
						|
		 * Creating new Handles
 | 
						|
		 * */
 | 
						|
        private void AddHandle(int p)
 | 
						|
        {
 | 
						|
            Keyframe[] keys = script.spline.keys;
 | 
						|
            Keyframe[] newKeys = new Keyframe[keys.Length + 1];
 | 
						|
 | 
						|
            for (int i = 0; i < p + 1; i++) newKeys[i] = keys[i];
 | 
						|
 | 
						|
            float nextTime = 0;
 | 
						|
            if (p < keys.Length - 1) nextTime = keys[p + 1].time;
 | 
						|
            else nextTime = keys[0].time;
 | 
						|
 | 
						|
            float newTime = Mathf.Lerp(keys[p].time, nextTime, 0.5f);
 | 
						|
            float newValue = script.spline.Evaluate(newTime);
 | 
						|
 | 
						|
            newKeys[p + 1] = new Keyframe(newTime, newValue);
 | 
						|
 | 
						|
            for (int i = p + 2; i < newKeys.Length; i++) newKeys[i] = keys[i - 1];
 | 
						|
 | 
						|
            script.spline.keys = newKeys;
 | 
						|
        }
 | 
						|
 | 
						|
        /*
 | 
						|
		 * Clone properties from another RotationLimitSpline
 | 
						|
		 * */
 | 
						|
        private void CloneLimit()
 | 
						|
        {
 | 
						|
            if (clone == null) return;
 | 
						|
            if (clone == script)
 | 
						|
            {
 | 
						|
                script.LogWarning("Can't clone from self.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            script.axis = clone.axis;
 | 
						|
            script.twistLimit = clone.twistLimit;
 | 
						|
            script.spline.keys = clone.spline.keys;
 | 
						|
        }
 | 
						|
 | 
						|
        #endregion Scene
 | 
						|
    }
 | 
						|
} |