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