暂且修了LookAt

This commit is contained in:
SoulliesOfficial
2025-07-13 06:06:38 -04:00
parent 7642bf1d9d
commit b00eb6505b
52 changed files with 32852 additions and 16272 deletions

View File

@@ -1,58 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni
{
/// <summary>
/// 自定义曲线预设
/// </summary>
public static class CustomCurvePresets
{
/// <summary>
/// 瞬间完成
/// </summary>
/// <returns></returns>
public static AnimationCurve Instant()
{
Keyframe[] keys = new Keyframe[2];
keys[0] = new Keyframe(0, 1, 0, 0);
keys[1] = new Keyframe(1, 1, 0, 0);
return new AnimationCurve(keys);
}
/// <summary>
/// 抛物线曲线,在中间达到最大值,两端为起始值
/// </summary>
/// <param name="totalTime">总时间</param>
/// <param name="startValue">起始(和结束)值</param>
/// <param name="peakValue">中点最大值</param>
public static AnimationCurve Parabolic(float totalTime, float startValue, float peakValue)
{
Keyframe[] keys = new Keyframe[3];
keys[0] = new Keyframe(0, startValue, 0, 0);
keys[1] = new Keyframe(totalTime / 2, peakValue, 0, 0);
keys[2] = new Keyframe(totalTime, startValue, 0, 0);
return new AnimationCurve(keys);
}
/// <summary>
/// 自定义峰值点位置的抛物线曲线,在指定时间点达到最大值,两端为起始值
/// </summary>
/// <param name="totalTime">总时间</param>
/// <param name="startValue">起始(和结束)值</param>
/// <param name="peakValue">最大值</param>
/// <param name="peakTimePercent">最大值的比例点</param>
/// <returns></returns>
public static AnimationCurve CustomPeakTimeParabolic(float totalTime, float startValue, float peakValue, float peakTimePercent)
{
Keyframe[] keys = new Keyframe[3];
keys[0] = new Keyframe(0, startValue, 0, 0);
keys[1] = new Keyframe(totalTime * peakTimePercent, peakValue, 0, 0);
keys[2] = new Keyframe(totalTime, startValue, 0, 0);
return new AnimationCurve(keys);
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: ac4cc158ed88d48af9a350196b874508
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -24,11 +24,12 @@ namespace Ichni.RhythmGame
public Vector3 currentPosition;
public Vector3 currentEulerAngles;
public Vector3 currentScale;
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public LookAt lookAt;
public bool eulerAnglesOffsetLock;
public TransformSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
@@ -157,55 +158,39 @@ namespace Ichni.RhythmGame
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
Vector3 offset = transformSubmodule.scaleOffset.Sum();
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
attachedGameElement.transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
willRefresh = true;
transformSubmodule.scaleOffset.Clear();
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
Vector3 offset = transformSubmodule.eulerAnglesOffset.Sum();
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
willRefresh = true;
transformSubmodule.eulerAnglesOffset.Clear();
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
Vector3 offset = transformSubmodule.positionOffset.Sum();
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
willRefresh = true;
transformSubmodule.positionOffset.Clear();
}
if(willRefresh)
{
attachedGameElement.Refresh();
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(attachedGameElement);
}
}

View File

@@ -101,7 +101,7 @@ namespace Ichni.RhythmGame
Debug.LogError("Null element detected in elementList. Skipping execution.");
return;
}
Debug.Log(element.GetType());
//Debug.Log(element.GetType());
if (LowPriorityGameElementTypes.Contains(element.GetType()))
{
return;