(临时)动画在before和after更新

This commit is contained in:
SoulliesOfficial
2025-03-08 23:41:07 -05:00
parent c326f3ef90
commit 206698dd79
5 changed files with 16 additions and 17 deletions

View File

@@ -48,10 +48,10 @@ namespace Ichni.RhythmGame
colorB.UpdateFlexibleFloat(songTime);
colorA.UpdateFlexibleFloat(songTime);
if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
colorG.returnType is FlexibleReturnType.MiddleExecuting ||
colorB.returnType is FlexibleReturnType.MiddleExecuting ||
colorA.returnType is FlexibleReturnType.MiddleExecuting)
if (colorR.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
colorG.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
colorB.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
colorA.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;

View File

@@ -47,10 +47,10 @@ namespace Ichni.RhythmGame
colorB.UpdateFlexibleFloat(songTime);
colorI.UpdateFlexibleFloat(songTime);
if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
colorG.returnType is FlexibleReturnType.MiddleExecuting ||
colorB.returnType is FlexibleReturnType.MiddleExecuting ||
colorI.returnType is FlexibleReturnType.MiddleExecuting)
if (colorR.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
colorG.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
colorB.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
colorI.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;

View File

@@ -46,16 +46,15 @@ namespace Ichni.RhythmGame
protected override void UpdateAnimation(float songTime)
{
enabling.UpdateFlexibleBool(songTime);
if (enabling.value)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 lookingDirection =
(lookAtObject.transform.position - animatedObject.transform.position).normalized;
Vector3 lookingDirection = (lookAtObject.transform.position - animatedObject.transform.position).normalized;
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
targetTransformSubmodule.eulerAnglesOffsetLock = true;
targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
}
else

View File

@@ -45,9 +45,9 @@ namespace Ichni.RhythmGame
scaleY.UpdateFlexibleFloat(songTime);
scaleZ.UpdateFlexibleFloat(songTime);
if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
if (scaleX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);

View File

@@ -47,9 +47,9 @@ namespace Ichni.RhythmGame
eulerAngleY.UpdateFlexibleFloat(songTime);
eulerAngleZ.UpdateFlexibleFloat(songTime);
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);