Files
ichni_Creator_Studio/Assets/Scripts/Animations/Transform/Displacement.cs
SoulliesOfficial 7ab738cb68 架构重新设计
基本重做了所有物体和次级模块代码
2025-02-08 02:31:39 -05:00

119 lines
5.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Displacement : AnimationBase
{
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
public static Displacement GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
{
Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
displacement.Initialize(elementName, id, tags, isFirstGenerated);
displacement.animatedObject = animatedObject;
displacement.positionX = positionX;
displacement.positionY = positionY;
displacement.positionZ = positionZ;
displacement.animationReturnType = FlexibleReturnType.Before;
displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
displacement.SetParent(animatedObject);
//displacement.timeDurationSubmodule.SetDuration(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;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
//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);
// }
}
}
public partial class Displacement
{
public override void SaveBM()
{
matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Displacement_BM : AnimationBase_BM
{
public FlexibleFloat_BM positionX, positionY, positionZ;
public Displacement_BM()
{
}
public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.positionX = positionX;
this.positionY = positionY;
this.positionZ = positionZ;
}
public override void ExecuteBM()
{
Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
public override GameElement DuplicateBM(GameElement parent)
{
return Displacement.GenerateElement(elementName, elementGuid, tags, false, parent,
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
}
}
}