07-01-2019, 04:55 PM
Hi,
A simple
will do it.
In case you are not familiar with this method, it's a Unity method that duplicates a gameobject.
If you want to have more control on the copying process, you can make some custom copying code that will look like this:
A simple
Code:
Instantiate(yourSpline);
In case you are not familiar with this method, it's a Unity method that duplicates a gameobject.
If you want to have more control on the copying process, you can make some custom copying code that will look like this:
Code:
void Clone(CurvySpline spline)
{
var clone = CurvySpline.Create(spline);
foreach (var controlPoint in spline.ControlPointsList)
{
CurvySplineSegment newControlPoint = clone.Add(controlPoint.transform.localPosition)[0];
CopyDataFrom(controlPoint, newControlPoint);
}
clone.Refresh();
}
//warning: this does not handle metadata and connections
static void CopyDataFrom(CurvySplineSegment source, CurvySplineSegment destination)
{
destination.transform.position = source.transform.position;
destination.transform.rotation = source.transform.rotation;
destination.AutoBakeOrientation = source.AutoBakeOrientation;
destination.SerializedOrientationAnchor = source.SerializedOrientationAnchor;
destination.Swirl = source.Swirl;
destination.SwirlTurns = source.SwirlTurns;
destination.AutoHandles = source.AutoHandles;
destination.AutoHandleDistance = source.AutoHandleDistance;
destination.HandleOut = source.HandleOut;
destination.HandleIn = source.HandleIn;
destination.OverrideGlobalTension = source.OverrideGlobalTension;
destination.OverrideGlobalContinuity = source.OverrideGlobalContinuity;
destination.OverrideGlobalBias = source.OverrideGlobalBias;
destination.SynchronizeTCB = source.SynchronizeTCB;
destination.StartTension = source.StartTension;
destination.EndTension = source.EndTension;
destination.StartContinuity = source.StartContinuity;
destination.EndContinuity = source.EndContinuity;
destination.StartBias = source.StartBias;
destination.EndBias = source.EndBias;
}
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