71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Lean.Pool;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 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
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/// </summary>
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public class LookAt : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public BaseElement lookAtObject;
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public FlexibleBool enabling;
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public static LookAt GenerateElement(string elementName, BaseElement targetObject,
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BaseElement lookAtTarget, FlexibleBool enabling)
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{
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LookAt swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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swirl.NewInitialize(elementName, targetObject);
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swirl.lookAtObject = lookAtTarget;
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swirl.enabling = enabling;
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swirl.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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swirl.targetTransformSubmodule = targetObject.transformSubmodule;
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}
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else
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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swirl.SetTimeDuration(-999, 999); //TODO: 换为(-delay, songLength)
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return swirl;
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}
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private void Start()
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{
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targetTransformSubmodule = targetObject.transformSubmodule;
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}
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protected override void UpdateAnimation(float songTime)
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{
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enabling.UpdateFlexibleBool(songTime);
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if (enabling.value)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 lookingDirection =
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(lookAtObject.transform.position - targetObject.transform.position).normalized;
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Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
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targetTransformSubmodule.eulerAnglesOffsetLock = true;
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targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
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}
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else
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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targetTransformSubmodule.eulerAnglesOffsetLock = false;
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}
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}
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}
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} |