Merge branch 'main' of https://github.com/MiracleForest-Ichni/IchniCreatorStudio
This commit is contained in:
@@ -17,9 +17,9 @@ namespace Ichni.RhythmGame
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public Vector3 originalEulerAngles;
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public Vector3 originalScale;
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public List<Vector3> positionOffset;
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public List<Vector3> eulerAnglesOffset;
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public List<Vector3> scaleOffset;
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public Vector3 positionOffset;
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public Vector3 eulerAnglesOffset;
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public Vector3 scaleOffset;
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public Vector3 currentPosition;
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public Vector3 currentEulerAngles;
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@@ -38,10 +38,10 @@ namespace Ichni.RhythmGame
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this.originalEulerAngles = Vector3.zero;
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this.originalScale = Vector3.one;
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positionOffset = new List<Vector3>();
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eulerAnglesOffset = new List<Vector3>();
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scaleOffset = new List<Vector3>();
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positionOffset = Vector3.zero;
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eulerAnglesOffset = Vector3.zero;
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scaleOffset = Vector3.zero;
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currentPosition = Vector3.zero;
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currentEulerAngles = Vector3.zero;
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currentScale = Vector3.one;
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@@ -66,10 +66,10 @@ namespace Ichni.RhythmGame
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this.originalEulerAngles = originalEulerAngles;
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this.originalScale = originalScale;
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positionOffset = new List<Vector3>();
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eulerAnglesOffset = new List<Vector3>();
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scaleOffset = new List<Vector3>();
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positionOffset = Vector3.zero;
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eulerAnglesOffset = Vector3.zero;
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scaleOffset = Vector3.zero;
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currentPosition = originalPosition;
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currentEulerAngles = originalEulerAngles;
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currentScale = originalScale;
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@@ -158,32 +158,29 @@ namespace Ichni.RhythmGame
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if (transformSubmodule.scaleDirtyMark)
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{
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Vector3 offset = transformSubmodule.scaleOffset.Sum();
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transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
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transformSubmodule.currentScale = transformSubmodule.originalScale + transformSubmodule.scaleOffset;
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attachedGameElement.transform.localScale = transformSubmodule.currentScale;
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transformSubmodule.scaleDirtyMark = false;
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willRefresh = true;
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transformSubmodule.scaleOffset.Clear();
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transformSubmodule.scaleOffset = Vector3.zero;
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}
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if (transformSubmodule.eulerAnglesDirtyMark)
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if (!transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
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{
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Vector3 offset = transformSubmodule.eulerAnglesOffset.Sum();
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transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
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transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
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attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
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transformSubmodule.eulerAnglesDirtyMark = false;
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willRefresh = true;
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transformSubmodule.eulerAnglesOffset.Clear();
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transformSubmodule.eulerAnglesOffset = Vector3.zero;
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}
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if (transformSubmodule.positionDirtyMark)
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{
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Vector3 offset = transformSubmodule.positionOffset.Sum();
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transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
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transformSubmodule.currentPosition = transformSubmodule.originalPosition + transformSubmodule.positionOffset;
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attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
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transformSubmodule.positionDirtyMark = false;
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willRefresh = true;
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transformSubmodule.positionOffset.Clear();
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transformSubmodule.positionOffset = Vector3.zero;
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}
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if(willRefresh)
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@@ -193,6 +190,28 @@ namespace Ichni.RhythmGame
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}).AddTo(attachedGameElement);
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}
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public void UpdateLookAt(LookAt lookAt) // 处理LookAt
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{
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Transform target = lookAt.lookAtObject.transform;
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Transform self = transformSubmodule.attachedGameElement.transform;
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if (transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
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{
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Vector3 lookingDirection = (target.position - self.position).normalized;
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Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
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transformSubmodule.eulerAnglesOffset += eulerAnglesOffset;
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transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
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self.localEulerAngles = transformSubmodule.currentEulerAngles;
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transformSubmodule.eulerAnglesDirtyMark = false;
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transformSubmodule.eulerAnglesOffsetLock = false;
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transformSubmodule.eulerAnglesOffset = Vector3.zero;
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}
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}
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}
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namespace Beatmap
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