LookAt调整
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@@ -51,7 +51,7 @@ namespace Ichni.RhythmGame
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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.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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else
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@@ -59,7 +59,7 @@ namespace Ichni.RhythmGame
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if (!EditorManager.instance.musicPlayer.isPlaying && animationReturnType != FlexibleReturnType.MiddleInterval)
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{
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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.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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@@ -43,32 +43,32 @@ namespace Ichni.RhythmGame
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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}
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protected override void Update()
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{
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}
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void LateUpdate()
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{
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UpdateAnimation(EditorManager.instance.songInformation.songTime);
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(animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
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}
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protected override void UpdateAnimation(float songTime)
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{
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if (lookAtObject == null) return;
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enabling.UpdateFlexibleBool(songTime);
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targetTransformSubmodule.eulerAnglesOffsetLock = enabling.value;
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enabling.UpdateFlexibleBool(EditorManager.instance.songInformation.songTime);
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if (!targetTransformSubmodule.eulerAnglesOffsetLock || enabling.value)
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{
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targetTransformSubmodule.eulerAnglesOffsetLock = enabling.value;
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}
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if (enabling.value)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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gameCamera.UpdateLookAt(this);
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}
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else if (animationReturnType != FlexibleReturnType.MiddleInterval)
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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targetTransformSubmodule.eulerAnglesOffset.Add(Vector3.zero);
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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}
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@@ -86,7 +86,6 @@ namespace Ichni.RhythmGame
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}
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public void OnDestroy()
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{
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targetTransformSubmodule.eulerAnglesOffset.Add(Vector3.zero);
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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}
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@@ -51,7 +51,7 @@ namespace Ichni.RhythmGame
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset.Add(currentScale);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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else
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@@ -59,7 +59,7 @@ namespace Ichni.RhythmGame
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if (!EditorManager.instance.musicPlayer.isPlaying && animationReturnType != FlexibleReturnType.MiddleInterval)
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{
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset.Add(currentScale);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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@@ -50,7 +50,7 @@ namespace Ichni.RhythmGame
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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.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else
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@@ -58,7 +58,7 @@ namespace Ichni.RhythmGame
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if (!EditorManager.instance.musicPlayer.isPlaying && animationReturnType != FlexibleReturnType.MiddleInterval)
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{
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Vector3 currentRotation = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset.Add(currentRotation);
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targetTransformSubmodule.eulerAnglesOffset += currentRotation;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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