Files
ichni_Creator_Studio/Assets/Scripts/Animations/Transform/Displacement.cs
SoulliesOfficial 70d06c6334 基础内容-3
Swirl Scale动画
四种Note代码建立
Note Judge Submodule构思中
2025-01-27 22:11:24 -05:00

73 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class Displacement : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
public static Displacement GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
{
Displacement displacement = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
displacement.NewInitialize(elementName, targetObject);
displacement.positionX = positionX;
displacement.positionY = positionY;
displacement.positionZ = positionZ;
displacement.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
displacement.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
displacement.SetTimeDuration(positionX, positionY, positionZ);
return displacement;
}
protected override void UpdateAnimation(float songTime)
{
positionX.UpdateFlexibleFloat(songTime);
positionY.UpdateFlexibleFloat(songTime);
positionZ.UpdateFlexibleFloat(songTime);
if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset.Add(currentPosition);
targetTransformSubmodule.positionDirtyMark = true;
}
//本体使用,用于判断动画是否结束
// else if (positionX.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&
// positionY.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&
// positionZ.returnType is FlexibleReturnType.After or FlexibleReturnType.None)
// {
// animationReturnType = FlexibleReturnType.After;
// float3 currentPosition = new float3(positionX.value, positionY.value, positionZ.value);
// targetTransformSubmodule.positionOffset.Add(currentPosition);
// targetTransformSubmodule.positionDirtyMark = true;
// Destroy(gameObject);
// }
}
}
}