using System;
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
///
/// 将物体的z轴指向目标物体,注意,LookAt的启用期间,物体的旋转将被锁定
///
public partial class LookAt : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public BaseElement lookAtObject;
public FlexibleBool enabling;
public static LookAt GenerateElement(string elementName, Guid id,
List tags, BaseElement targetObject,
BaseElement lookAtTarget, FlexibleBool enabling)
{
LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent();
look.Initialize(elementName, id, tags);
look.targetObject = targetObject;
look.lookAtObject = lookAtTarget;
look.enabling = enabling;
look.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
look.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
look.SetParent(targetObject);
look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
return look;
}
private void Start()
{
targetTransformSubmodule = targetObject.transformSubmodule;
}
protected override void UpdateAnimation(float songTime)
{
enabling.UpdateFlexibleBool(songTime);
if (enabling.value)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 lookingDirection =
(lookAtObject.transform.position - targetObject.transform.position).normalized;
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
targetTransformSubmodule.eulerAnglesOffsetLock = true;
targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
targetTransformSubmodule.eulerAnglesOffsetLock = false;
}
}
public override void SaveBM()
{
matchedBM = new Beatmap.LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM,
enabling.ConvertToBM(), lookAtObject.elementGuid);
}
}
namespace Beatmap
{
public class LookAt_BM : BaseElement_BM
{
public FlexibleBool_BM enabling;
public Guid lookAtObjectGuid;
public LookAt_BM()
{
}
public LookAt_BM(string elementName, Guid elementGuid, List tags,
BaseElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid) : base(elementName,
elementGuid, tags, attachedElement)
{
this.enabling = enabling;
this.lookAtObjectGuid = lookAtObjectGuid;
}
public override void ExecuteBM()
{
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags,
GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return LookAt.GenerateElement(elementName, elementGuid, tags, parent,
GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
}
}
}