(临时)动画在before和after更新
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@@ -48,10 +48,10 @@ namespace Ichni.RhythmGame
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colorB.UpdateFlexibleFloat(songTime);
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colorA.UpdateFlexibleFloat(songTime);
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting ||
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colorA.returnType is FlexibleReturnType.MiddleExecuting)
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorA.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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@@ -47,10 +47,10 @@ namespace Ichni.RhythmGame
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colorB.UpdateFlexibleFloat(songTime);
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colorI.UpdateFlexibleFloat(songTime);
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting ||
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colorI.returnType is FlexibleReturnType.MiddleExecuting)
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorI.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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@@ -46,16 +46,15 @@ namespace Ichni.RhythmGame
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protected override void UpdateAnimation(float songTime)
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{
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enabling.UpdateFlexibleBool(songTime);
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if (enabling.value)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 lookingDirection =
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(lookAtObject.transform.position - animatedObject.transform.position).normalized;
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Vector3 lookingDirection = (lookAtObject.transform.position - animatedObject.transform.position).normalized;
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Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
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targetTransformSubmodule.eulerAnglesOffsetLock = true;
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targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
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}
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else
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@@ -45,9 +45,9 @@ namespace Ichni.RhythmGame
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scaleY.UpdateFlexibleFloat(songTime);
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scaleZ.UpdateFlexibleFloat(songTime);
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if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
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if (scaleX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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@@ -47,9 +47,9 @@ namespace Ichni.RhythmGame
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eulerAngleY.UpdateFlexibleFloat(songTime);
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eulerAngleZ.UpdateFlexibleFloat(songTime);
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if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
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if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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