09-17-2021, 11:18 AM
Thanks for your reply, the missing script is not the script to add the control point , the adding controll point is controlled by another script,
for example:
float x=-104.008, y=7.14151 ;
vector3 vec3;
CurvySpline curvySpline;
GameObject MapLines = DarkTonic.CoreGameKit.PoolBoss.Spawn("NewMapline", parent.transform.position, parent.transform.rotation, this.transform).gameObject;
MapLines.transform.localPosition = parent.transform.localPosition;
MapLines.transform.localRotation = parent.transform.localRotation;
CurvySpline curvySpline = MapLines.transform.Find("Input Spline Path/Input Spline Path_1_Spline").gameObject.GetComponent<CurvySpline>();
curvySpline.Clear();
int c = newMapLine.GstPoint.Count;
for (int j = 0; j < c; ++j)
{
vec3.Set(x, roadlineHeight, y);
curvySpline.Add(vec3);
}
for example:
float x=-104.008, y=7.14151 ;
vector3 vec3;
CurvySpline curvySpline;
GameObject MapLines = DarkTonic.CoreGameKit.PoolBoss.Spawn("NewMapline", parent.transform.position, parent.transform.rotation, this.transform).gameObject;
MapLines.transform.localPosition = parent.transform.localPosition;
MapLines.transform.localRotation = parent.transform.localRotation;
CurvySpline curvySpline = MapLines.transform.Find("Input Spline Path/Input Spline Path_1_Spline").gameObject.GetComponent<CurvySpline>();
curvySpline.Clear();
int c = newMapLine.GstPoint.Count;
for (int j = 0; j < c; ++j)
{
vec3.Set(x, roadlineHeight, y);
curvySpline.Add(vec3);
}