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using UnityEngine;
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using System.Collections;
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using System;
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public class GLDraw
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{
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/*
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* Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
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* Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
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*/
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protected static bool clippingEnabled;
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protected static Rect clippingBounds;
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public static Material lineMaterial = null;
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/* @ Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c" */
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protected static bool clip_test(float p, float q, ref float u1, ref float u2)
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{
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float r;
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bool retval = true;
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if (p < 0.0)
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{
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r = q / p;
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if (r > u2)
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retval = false;
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else if (r > u1)
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u1 = r;
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}
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else if (p > 0.0)
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{
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r = q / p;
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if (r < u1)
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retval = false;
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else if (r < u2)
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u2 = r;
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}
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else if (q < 0.0)
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retval = false;
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return retval;
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}
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public static bool segment_rect_intersection(Rect bounds, ref Vector2 p1, ref Vector2 p2)
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{
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float u1 = 0.0f, u2 = 1.0f, dx = p2.x - p1.x, dy;
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if (clip_test(-dx, p1.x - bounds.xMin, ref u1, ref u2))
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{
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if (clip_test(dx, bounds.xMax - p1.x, ref u1, ref u2))
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{
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dy = p2.y - p1.y;
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if (clip_test(-dy, p1.y - bounds.yMin, ref u1, ref u2))
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{
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if (clip_test(dy, bounds.yMax - p1.y, ref u1, ref u2))
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{
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if (u2 < 1.0)
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{
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p2.x = p1.x + u2 * dx;
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p2.y = p1.y + u2 * dy;
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}
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if (u1 > 0.0)
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{
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p1.x += u1 * dx;
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p1.y += u1 * dy;
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}
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return true;
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}
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}
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}
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}
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return false;
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}
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public static void BeginGroup(Rect position)
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{
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clippingEnabled = true;
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clippingBounds = new Rect(0, 0, position.width, position.height);
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GUI.BeginGroup(position);
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}
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public static void EndGroup()
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{
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GUI.EndGroup();
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clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
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clippingEnabled = false;
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}
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public static Vector2 BeginScrollView(Rect position, Vector2 scrollPos, Rect viewRect, Rect clipRect)
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{
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clippingEnabled = true;
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clippingBounds = clipRect;
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return GUI.BeginScrollView(position, scrollPos, viewRect, GUIStyle.none, GUIStyle.none);
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}
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public static void EndScrollView()
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{
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GUI.EndScrollView();
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clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
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clippingEnabled = false;
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}
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public static void CreateMaterial()
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{
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if (lineMaterial != null)
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return;
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lineMaterial = Resources.Load("GLLineDraw", typeof(Material)) as Material;
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}
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public static void DrawLine(Vector2 start, Vector2 end, Color color, float width)
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{
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if (Event.current == null)
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return;
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if (Event.current.type != EventType.repaint)
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return;
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if (clippingEnabled)
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if (!segment_rect_intersection(clippingBounds, ref start, ref end))
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return;
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CreateMaterial();
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lineMaterial.SetPass(0);
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Vector3 startPt;
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Vector3 endPt;
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if (width == 1)
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{
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GL.Begin(GL.LINES);
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GL.Color(color);
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startPt = new Vector3(start.x, start.y, 0);
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endPt = new Vector3(end.x, end.y, 0);
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GL.Vertex(startPt);
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GL.Vertex(endPt);
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}
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else
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{
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GL.Begin(GL.QUADS);
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GL.Color(color);
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startPt = new Vector3(end.y, start.x, 0);
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endPt = new Vector3(start.y, end.x, 0);
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Vector3 perpendicular = (startPt - endPt).normalized * width;
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Vector3 v1 = new Vector3(start.x, start.y, 0);
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Vector3 v2 = new Vector3(end.x, end.y, 0);
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GL.Vertex(v1 - perpendicular);
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GL.Vertex(v1 + perpendicular);
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GL.Vertex(v2 + perpendicular);
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GL.Vertex(v2 - perpendicular);
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}
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GL.End();
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}
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public static void DrawRect(Rect rect, Color color)
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{
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if (Event.current == null)
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return;
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if (Event.current.type != EventType.repaint)
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return;
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CreateMaterial();
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// set the current material
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lineMaterial.SetPass( 0 );
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GL.Begin( GL.QUADS );
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GL.Color( color );
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GL.Vertex3( rect.xMin, rect.yMin, 0 );
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GL.Vertex3( rect.xMax, rect.yMin, 0 );
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GL.Vertex3( rect.xMax, rect.yMax, 0 );
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GL.Vertex3( rect.xMin, rect.yMax, 0 );
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GL.End();
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}
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public static void DrawBox(Rect box, Color color, float width)
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{
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Vector2 p1 = new Vector2(box.xMin, box.yMin);
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Vector2 p2 = new Vector2(box.xMax, box.yMin);
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Vector2 p3 = new Vector2(box.xMax, box.yMax);
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Vector2 p4 = new Vector2(box.xMin, box.yMax);
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DrawLine(p1, p2, color, width);
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DrawLine(p2, p3, color, width);
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DrawLine(p3, p4, color, width);
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DrawLine(p4, p1, color, width);
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}
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public static void DrawBox(Vector2 topLeftCorner, Vector2 bottomRightCorner, Color color, float width)
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{
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Rect box = new Rect(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
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DrawBox(box, color, width);
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}
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public static void DrawRoundedBox(Rect box, float radius, Color color, float width)
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{
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Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
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p1 = new Vector2(box.xMin + radius, box.yMin);
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p2 = new Vector2(box.xMax - radius, box.yMin);
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p3 = new Vector2(box.xMax, box.yMin + radius);
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p4 = new Vector2(box.xMax, box.yMax - radius);
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p5 = new Vector2(box.xMax - radius, box.yMax);
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p6 = new Vector2(box.xMin + radius, box.yMax);
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p7 = new Vector2(box.xMin, box.yMax - radius);
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p8 = new Vector2(box.xMin, box.yMin + radius);
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DrawLine(p1, p2, color, width);
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DrawLine(p3, p4, color, width);
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DrawLine(p5, p6, color, width);
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DrawLine(p7, p8, color, width);
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Vector2 t1, t2;
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float halfRadius = radius / 2;
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t1 = new Vector2(p8.x, p8.y + halfRadius);
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t2 = new Vector2(p1.x - halfRadius, p1.y);
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DrawBezier(p8, t1, p1, t2, color, width);
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t1 = new Vector2(p2.x + halfRadius, p2.y);
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t2 = new Vector2(p3.x, p3.y - halfRadius);
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DrawBezier(p2, t1, p3, t2, color, width);
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t1 = new Vector2(p4.x, p4.y + halfRadius);
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t2 = new Vector2(p5.x + halfRadius, p5.y);
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DrawBezier(p4, t1, p5, t2, color, width);
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t1 = new Vector2(p6.x - halfRadius, p6.y);
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t2 = new Vector2(p7.x, p7.y + halfRadius);
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DrawBezier(p6, t1, p7, t2, color, width);
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}
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public static void DrawConnectingCurve(Vector2 start, Vector2 end, Color color, float width)
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{
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Vector2 distance = start - end;
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Vector2 tangentA = start;
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tangentA.x -= distance.x * 0.5f;
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Vector2 tangentB = end;
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tangentB.x += distance.x * 0.5f;
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int segments = Mathf.FloorToInt((distance.magnitude / 20) * 3);
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DrawBezier(start, tangentA, end, tangentB, color, width, segments);
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Vector2 pA = CubeBezier(start, tangentA, end, tangentB, 0.6f);
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Vector2 pB = CubeBezier(start, tangentA, end, tangentB, 0.7f);
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float arrowHeadSize = 5;
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Vector2 arrowPosA = pB;
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Vector2 arrowPosB = arrowPosA;
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Vector2 arrowPosC = arrowPosA;
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Vector2 dir = (pB - pA).normalized;
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arrowPosB.x += dir.y * arrowHeadSize;
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arrowPosB.y -= dir.x * arrowHeadSize;
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arrowPosB -= dir * arrowHeadSize;
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arrowPosC.x -= dir.y * arrowHeadSize;
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arrowPosC.y += dir.x * arrowHeadSize;
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arrowPosC -= dir * arrowHeadSize;
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DrawLine(arrowPosA, arrowPosB, color, 1.025f);
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DrawLine(arrowPosA, arrowPosC, color, 1.025f);
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}
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public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width)
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{
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int segments = Mathf.FloorToInt((start - end).magnitude / 20) * 3; // Three segments per distance of 20
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DrawBezier(start, startTangent, end, endTangent, color, width, segments);
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}
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public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments)
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{
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Vector2 startVector = CubeBezier(start, startTangent, end, endTangent, 0);
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for (int i = 1; i <= segments; i++)
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{
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Vector2 endVector = CubeBezier(start, startTangent, end, endTangent, i / (float)segments);
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DrawLine(startVector, endVector, color, width);
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startVector = endVector;
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}
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}
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private static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
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{
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float rt = 1 - t;
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float rtt = rt * t;
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return rt * rt * rt * s + 3 * rt * rtt * st + 3 * rtt * t * et + t * t * t * e;
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}
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}
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