From 206698dd79bda4a372c02976f022a418c2577a98 Mon Sep 17 00:00:00 2001 From: SoulliesOfficial <77235731+SoulliesOfficial@users.noreply.github.com> Date: Sat, 8 Mar 2025 23:41:07 -0500 Subject: [PATCH] =?UTF-8?q?=EF=BC=88=E4=B8=B4=E6=97=B6=EF=BC=89=E5=8A=A8?= =?UTF-8?q?=E7=94=BB=E5=9C=A8before=E5=92=8Cafter=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../EditorGame/Animations/Color/BaseColorChange.cs | 8 ++++---- .../EditorGame/Animations/Color/EmissionColorChange.cs | 8 ++++---- Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs | 5 ++--- Assets/Scripts/EditorGame/Animations/Transform/Scale.cs | 6 +++--- Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs | 6 +++--- 5 files changed, 16 insertions(+), 17 deletions(-) diff --git a/Assets/Scripts/EditorGame/Animations/Color/BaseColorChange.cs b/Assets/Scripts/EditorGame/Animations/Color/BaseColorChange.cs index ad25b56d..3cfaeedc 100644 --- a/Assets/Scripts/EditorGame/Animations/Color/BaseColorChange.cs +++ b/Assets/Scripts/EditorGame/Animations/Color/BaseColorChange.cs @@ -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; diff --git a/Assets/Scripts/EditorGame/Animations/Color/EmissionColorChange.cs b/Assets/Scripts/EditorGame/Animations/Color/EmissionColorChange.cs index 7458107e..ad3fa888 100644 --- a/Assets/Scripts/EditorGame/Animations/Color/EmissionColorChange.cs +++ b/Assets/Scripts/EditorGame/Animations/Color/EmissionColorChange.cs @@ -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; diff --git a/Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs b/Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs index a9105044..49958676 100644 --- a/Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs +++ b/Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs @@ -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 diff --git a/Assets/Scripts/EditorGame/Animations/Transform/Scale.cs b/Assets/Scripts/EditorGame/Animations/Transform/Scale.cs index 02a7809c..2262148b 100644 --- a/Assets/Scripts/EditorGame/Animations/Transform/Scale.cs +++ b/Assets/Scripts/EditorGame/Animations/Transform/Scale.cs @@ -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); diff --git a/Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs b/Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs index 41df53d7..db45bbcc 100644 --- a/Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs +++ b/Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs @@ -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);