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using UnityEngine;
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using System.Collections;
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using DentedPixel;
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public class PathSpline2d : MonoBehaviour {
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public Transform[] trans;
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public Texture2D spriteTexture;
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LTSpline cr;
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private GameObject sprite1;
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private GameObject sprite2;
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void Start () {
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cr = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} );
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sprite1 = GameObject.Find("sprite1");
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sprite2 = GameObject.Find("sprite2");
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#if !(UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)
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sprite1.AddComponent<SpriteRenderer>();
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sprite1.GetComponent<SpriteRenderer>().sprite = Sprite.Create( spriteTexture, new Rect(0.0f,0.0f,100.0f,100.0f), new Vector2(50.0f,50.0f), 10.0f);
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sprite2.AddComponent<SpriteRenderer>();
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sprite2.GetComponent<SpriteRenderer>().sprite = Sprite.Create( spriteTexture, new Rect(0.0f,0.0f,100.0f,100.0f), new Vector2(0.0f,0.0f), 10.0f);
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#endif
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// LeanTween.moveSpline( ltLogo2, new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position}, 1f).setEase(LeanTweenType.easeInOutQuad).setLoopPingPong().setOrientToPath(true);
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LTDescr zoomInPath_LT = LeanTween.moveSpline(sprite2, new Vector3[]{Vector3.zero, Vector3.zero, new Vector3(1,1,1), new Vector3(2,1,1), new Vector3(2,1,1)}, 1.5f).setOrientToPath2d(true);
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zoomInPath_LT.setUseEstimatedTime(true);
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}
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private float iter;
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void Update () {
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cr.place2d( sprite1.transform, iter );
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iter += Time.deltaTime*0.1f;
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if(iter>1.0f)
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iter = 0.0f;
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}
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void OnDrawGizmos(){
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if(cr!=null)
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cr.gizmoDraw();
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}
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}
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