基础内容
必要插件安装 缓动曲线和动画基础 ElementFolder,Track与其次级模块,PathNode重构
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114
Assets/Scripts/Animations/Transform/Displacement.cs
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114
Assets/Scripts/Animations/Transform/Displacement.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Dreamteck.Splines;
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using Lean.Pool;
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using Unity.Mathematics;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Displacement : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat positionX, positionY, positionZ;
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public static Displacement GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
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{
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Displacement displacement = LeanPool.Spawn(new GameObject()).AddComponent<Displacement>();//TODO: 替换 new GameObject();
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displacement.NewInitialize(elementName, targetObject);
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displacement.positionX = positionX;
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displacement.positionY = positionY;
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displacement.positionZ = positionZ;
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displacement.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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displacement.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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displacement.SetTimeDuration();
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return displacement;
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}
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public override void SetTimeDuration()
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{
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positionX.Sort();
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positionY.Sort();
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positionZ.Sort();
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List<float> startTimes = new List<float>();
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List<float> endTimes = new List<float>();
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if (positionX.animations.Count > 0)
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{
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startTimes.Add(positionX.animations[0].startTime);
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endTimes.Add(positionX.animations[^1].endTime);
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}
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if (positionY.animations.Count > 0)
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{
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startTimes.Add(positionY.animations[0].startTime);
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endTimes.Add(positionY.animations[^1].endTime);
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}
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if (positionZ.animations.Count > 0)
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{
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startTimes.Add(positionZ.animations[0].startTime);
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endTimes.Add(positionZ.animations[^1].endTime);
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}
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float startTime = startTimes.Min();
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float endTime = endTimes.Max();
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timeDurationSubmodule = new TimeDurationSubmodule(startTime, endTime);
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}
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protected void Update()
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{
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if (timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
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{
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UpdateAnimation(EditorManager.instance.songModule.songTime);
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}
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}
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public override void UpdateAnimation(float songTime)
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{
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positionX.UpdateFlexibleFloat(songTime);
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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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.Add(currentPosition);
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targetTransformSubmodule.positionDirtyMark = true;
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}
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//本体使用,用于判断动画是否结束
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// else if (positionX.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&
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// positionY.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&
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// positionZ.returnType is FlexibleReturnType.After or FlexibleReturnType.None)
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// {
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// animationReturnType = FlexibleReturnType.After;
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// float3 currentPosition = new float3(positionX.value, positionY.value, positionZ.value);
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// targetTransformSubmodule.positionOffset.Add(currentPosition);
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// targetTransformSubmodule.positionDirtyMark = true;
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// Destroy(gameObject);
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// }
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}
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}
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}
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