@@ -45,9 +45,16 @@ namespace Ichni.RhythmGame
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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if ((positionX.returnType is FlexibleReturnType.MiddleExecuting || positionX.isSwitchingReturnType) ||
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(positionY.returnType is FlexibleReturnType.MiddleExecuting || positionY.isSwitchingReturnType) ||
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(positionZ.returnType is FlexibleReturnType.MiddleExecuting || positionZ.isSwitchingReturnType))
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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@@ -45,9 +45,16 @@ 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 || scaleX.isSwitchingReturnType) ||
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(scaleY.returnType is FlexibleReturnType.MiddleExecuting || scaleY.isSwitchingReturnType) ||
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(scaleZ.returnType is FlexibleReturnType.MiddleExecuting || scaleZ.isSwitchingReturnType))
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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)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
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||||
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
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||||
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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@@ -44,9 +44,16 @@ 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 || eulerAngleX.isSwitchingReturnType ||
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||||
(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
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||||
(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
|
||||
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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||||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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||||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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||||
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
|
||||
targetTransformSubmodule.eulerAnglesDirtyMark = true;
|
||||
}
|
||||
else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -84,6 +85,15 @@ namespace Ichni.RhythmGame
|
||||
AnimatedFloat nowAnimatedFloat = GetAnimatedFloat(nowTime); //获取当前时间点对应的AnimatedFloat
|
||||
if (nowAnimatedFloat != null) //如果能获取到,表明当前时间点存在动画
|
||||
{
|
||||
if (nowTime + Time.deltaTime >= nowAnimatedFloat.endTime)
|
||||
{
|
||||
value = nowAnimatedFloat.endValue;
|
||||
returnType = FlexibleReturnType.After;
|
||||
if (lastReturnType != returnType) isSwitchingReturnType = true;
|
||||
lastReturnType = returnType;
|
||||
return;
|
||||
}
|
||||
|
||||
//获取songTime时间点时,基于动画曲线的AnimatedFloat比例点->(0,1)。
|
||||
float nowPercent = AnimationCurveEvaluator.Evaluate(nowAnimatedFloat.animationCurveType,
|
||||
(nowTime - nowAnimatedFloat.startTime) / nowAnimatedFloat.totalTime);
|
||||
|
||||
Reference in New Issue
Block a user