基础内容11 - SAVE LOAD EXPORT
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@@ -46,9 +46,18 @@ namespace Ichni.RhythmGame
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting)
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if (positionX.returnType is FlexibleReturnType.After or FlexibleReturnType.Before
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or FlexibleReturnType.MiddleInterval or FlexibleReturnType.None &&
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positionY.returnType is FlexibleReturnType.After or FlexibleReturnType.Before
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or FlexibleReturnType.MiddleInterval or FlexibleReturnType.None &&
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positionZ.returnType is FlexibleReturnType.After or FlexibleReturnType.Before
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or FlexibleReturnType.MiddleInterval or FlexibleReturnType.None)
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{
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// Out of range, do nothing
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}
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else if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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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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@@ -59,18 +68,6 @@ namespace Ichni.RhythmGame
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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}
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//本体使用,用于判断动画是否结束
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// else if (positionX.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&
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// positionY.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&
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// positionZ.returnType is FlexibleReturnType.After or FlexibleReturnType.None)
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// {
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// animationReturnType = FlexibleReturnType.After;
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// float3 currentPosition = new float3(positionX.value, positionY.value, positionZ.value);
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// targetTransformSubmodule.positionOffset.Add(currentPosition);
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// targetTransformSubmodule.positionDirtyMark = true;
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// Destroy(gameObject);
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// }
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}
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}
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@@ -105,7 +102,7 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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matchedElement = Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
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}
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