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
This commit is contained in:
SoulliesOfficial
2025-01-26 21:10:16 -05:00
parent 40f63dd2bd
commit 8d0abec75f
9320 changed files with 2950357 additions and 0 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Events;
namespace Ichni.RhythmGame
{
public class TransformSubmodule : SubmoduleBase
{
public Vector3 originalPosition;
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public List<Vector3> positionOffset;
public List<Vector3> eulerAnglesOffset;
public List<Vector3> scaleOffset;
public Vector3 currentPosition;
public Vector3 currentEulerAngles;
public Vector3 currentScale;
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public UnityAction OnPositionChanged;
public UnityAction OnEulerAnglesChanged;
public UnityAction OnScaleChanged;
public TransformSubmodule(Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale)
{
this.originalPosition = originalPosition;
this.originalEulerAngles = originalEulerAngles;
this.originalScale = originalScale;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = originalPosition;
currentEulerAngles = originalEulerAngles;
currentScale = originalScale;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
}
public void SetObserver(BaseElement target)
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (var positionOffset in positionOffset)
{
offset += positionOffset;
}
currentPosition = originalPosition + offset;
positionDirtyMark = false;
}
positionOffset.Clear();
}).AddTo(target);
}
}
}