This commit is contained in:
2025-06-01 15:36:20 +08:00
parent 9d92c7c944
commit df7abdb320
18 changed files with 21599 additions and 19177 deletions

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using System.Collections;
using System.Collections.Generic;
using System;
using DG.Tweening.Core.Easing;
using UnityEngine;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
namespace Ichni.RhythmGame
{
public class CameraAngleOffset : AnimationBase
{
public List<Hold> holds => Hold.holdingHoldList;
public TransformSubmodule camtransformSubmodule;
public FlexibleBool enabling;
public float MaxxOffset;
public float MaxyOffset;
public float MaxzOffset;
public float TimeToMax;
public AnimationCurveType animationCurveType;
public float xCurrentValue;
public float yCurrentValue;
public float zCurrentValue;
bool xOffseting;
bool yOffseting;
bool zOffseting;
float xOffsetStartTime = 0f;
float yOffsetStartTime = 0f;
float zOffsetStartTime = 0f;
protected override void UpdateAnimation(float songTime)
{
if (enabling == null)
return;
enabling.UpdateFlexibleBool(songTime);
if (enabling.value && Hold.holdingHoldList.Count != 0)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
float xValue = 0;
float yValue = 0;
float zValue = 0;
if (Hold.holdingHoldList != null)
{
foreach (Hold i in Hold.holdingHoldList)
{
xValue += i.noteScreenPosition.x - (Screen.width / 2);
yValue += i.noteScreenPosition.y - (Screen.width / 2);
}
}
zValue = xValue;
JudgeState(ref xCurrentValue, xValue, ref xOffseting, ref xOffsetStartTime, songTime);
JudgeState(ref yCurrentValue, yValue, ref yOffseting, ref yOffsetStartTime, songTime);
JudgeState(ref zCurrentValue, zValue, ref zOffseting, ref zOffsetStartTime, songTime);
// 平滑过渡到目标值
if (xOffseting)
{
xCurrentValue = UpdateOffset(xOffsetStartTime, ref xOffseting, songTime, MaxxOffset);
}
if (yOffseting)
{
yCurrentValue = UpdateOffset(yOffsetStartTime, ref yOffseting, songTime, MaxyOffset);
}
if (zOffseting)
{
zCurrentValue = UpdateOffset(zOffsetStartTime, ref zOffseting, songTime, MaxzOffset);
}
if (camtransformSubmodule != null && camtransformSubmodule.eulerAnglesOffset != null)
{
Vector3 currentEulerAngles = new(xCurrentValue, yCurrentValue, zCurrentValue);
camtransformSubmodule.eulerAnglesOffset.Add(currentEulerAngles);
camtransformSubmodule.eulerAnglesDirtyMark = true;
}
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
private void JudgeState(ref float CurrentValue, float Value, ref bool Offseting, ref float OffsetStartTime, float songtime)
{
if (Mathf.Abs(Value - CurrentValue) >= 1)
{
Offseting = true;
OffsetStartTime = songtime;
}
else
{
CurrentValue = Value;
}
}
private float UpdateOffset(float OffsetStartTime, ref bool Offseting, float songTime, float MaxOffset)
{
if (OffsetStartTime + TimeToMax < songTime)
{
Offseting = false;
return MaxOffset;
}
float denominator = songTime + TimeToMax - OffsetStartTime;
if (Mathf.Approximately(denominator, 0f))
return 0f;
float Value = AnimationCurveEvaluator.Evaluate(animationCurveType, (songTime - OffsetStartTime) / denominator);
return Value * MaxOffset;
}
public static CameraAngleOffset GenerateElement(
string elementName, Guid id, List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleBool enabling, float maxX, float maxY, float maxZ, float timeToMax, AnimationCurveType curveType)
{
CameraAngleOffset offset = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<CameraAngleOffset>();
offset.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
offset.animatedObject = animatedObject;
var submoduleHolder = animatedObject as IHaveTransformSubmodule;
if (submoduleHolder != null)
offset.camtransformSubmodule = EditorManager.instance.cameraManager.gameCamera.transformSubmodule;
offset.enabling = enabling;
offset.MaxxOffset = maxX;
offset.MaxyOffset = maxY;
offset.MaxzOffset = maxZ;
offset.TimeToMax = timeToMax;
offset.animationCurveType = curveType;
offset.animationReturnType = FlexibleReturnType.Before;
return offset;
}
public override void SaveBM()
{
matchedBM = new CameraAngleOffset_BM(
elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
enabling.ConvertToBM(), MaxxOffset, MaxyOffset, MaxzOffset, TimeToMax, animationCurveType
);
}
public override void SetUpInspector()
{
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("CameraAngleOffset");
var subcontainer = container.GenerateSubcontainer(5);
inspector.GenerateButton(this, subcontainer, "Enabling", () =>
{
inspector.GenerateCompositeParameterWindow(this, "Enabling", nameof(enabling)).SetAsFlexibleBool();
});
inspector.GenerateInputField(this, subcontainer, "Max X Offset", nameof(MaxxOffset));
inspector.GenerateInputField(this, subcontainer, "Max Y Offset", nameof(MaxyOffset));
inspector.GenerateInputField(this, subcontainer, "Max Z Offset", nameof(MaxzOffset));
inspector.GenerateInputField(this, subcontainer, "Time To Max", nameof(TimeToMax));
inspector.GenerateDropdown(this, subcontainer, "Offset Ease", typeof(AnimationCurveType), nameof(animationCurveType));
}
}
// BM类
namespace Beatmap
{
public class CameraAngleOffset_BM : AnimationBase_BM
{
public FlexibleBool_BM enabling;
public float maxX, maxY, maxZ, timeToMax;
public AnimationCurveType animationCurveType;
public CameraAngleOffset_BM() { }
public CameraAngleOffset_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
FlexibleBool_BM enabling, float maxX, float maxY, float maxZ, float timeToMax, AnimationCurveType curveType)
: base(elementName, elementGuid, tags, attachedElement)
{
this.enabling = enabling;
this.maxX = maxX;
this.maxY = maxY;
this.maxZ = maxZ;
this.timeToMax = timeToMax;
this.animationCurveType = curveType;
}
public override void ExecuteBM()
{
matchedElement = CameraAngleOffset.GenerateElement(
elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
enabling.ConvertToGameType(), maxX, maxY, maxZ, timeToMax, animationCurveType
);
}
public override GameElement DuplicateBM(GameElement parent)
{
return CameraAngleOffset.GenerateElement(
elementName, Guid.NewGuid(), tags, false, parent,
enabling.ConvertToGameType(), maxX, maxY, maxZ, timeToMax, animationCurveType
);
}
}
}
}

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@@ -44,7 +44,7 @@ namespace Ichni.RhythmGame
eulerAngleY.UpdateFlexibleFloat(songTime);
eulerAngleZ.UpdateFlexibleFloat(songTime);
if ((eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType) ||
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType ||
(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
{