基础内容-3
Swirl Scale动画 四种Note代码建立 Note Judge Submodule构思中
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56
Assets/Scripts/Animations/Transform/Swirl.cs
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56
Assets/Scripts/Animations/Transform/Swirl.cs
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using System.Collections;
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using System.Collections.Generic;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Swirl : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
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public static Swirl GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
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{
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Swirl swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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swirl.NewInitialize(elementName, targetObject);
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swirl.eulerAngleX = eulerAngleX;
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swirl.eulerAngleY = eulerAngleY;
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swirl.eulerAngleZ = eulerAngleZ;
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swirl.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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swirl.targetTransformSubmodule = targetObject.transformSubmodule;
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}
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else
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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swirl.SetTimeDuration(eulerAngleX, eulerAngleY, eulerAngleZ);
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return swirl;
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}
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protected override void UpdateAnimation(float songTime)
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{
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eulerAngleX.UpdateFlexibleFloat(songTime);
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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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{
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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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targetTransformSubmodule.eulerAnglesOffset.Add(currentEulerAngles);
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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}
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}
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}
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