Files
ichni_Creator_Studio/Assets/Scripts/Base/GeneralSubmodules/TransformSubmodule.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

183 lines
6.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using UniRx;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Events;
namespace Ichni.RhythmGame
{
public class TransformSubmodule : SubmoduleBase
{
public Vector3 originalPosition;
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public List<Vector3> positionOffset;
public List<Vector3> eulerAnglesOffset;
public List<Vector3> scaleOffset;
public Vector3 currentPosition;
public Vector3 currentEulerAngles;
public Vector3 currentScale;
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public bool eulerAnglesOffsetLock;
public TransformSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
this.originalPosition = Vector3.zero;
this.originalEulerAngles = Vector3.zero;
this.originalScale = Vector3.one;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = Vector3.zero;
currentEulerAngles = Vector3.zero;
currentScale = Vector3.one;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
// (attachedGameElement as IHaveTransformSubmodule).SetTransformObserver();
}
public TransformSubmodule(GameElement attachedGameElement,
Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedGameElement)
{
this.originalPosition = originalPosition;
this.originalEulerAngles = originalEulerAngles;
this.originalScale = originalScale;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = originalPosition;
currentEulerAngles = originalEulerAngles;
currentScale = originalScale;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
// (attachedGameElement as IHaveTransformSubmodule).SetTransformObserver();
}
public override void SaveBM()
{
matchedBM = new TransformSubmodule_BM(attachedGameElement);
}
}
public interface IHaveTransformSubmodule
{
TransformSubmodule transformSubmodule { get; set; }
public void SetTransformObserver()
{
GameElement attachedGameElement = transformSubmodule.attachedGameElement;
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule == null)
{
return;
}
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
attachedGameElement.transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(attachedGameElement);
}
}
namespace Beatmap
{
public class TransformSubmodule_BM : Submodule_BM
{
public Vector3 originalPosition;
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public TransformSubmodule_BM()
{
}
public TransformSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
TransformSubmodule transformSubmodule = (attachedElement as IHaveTransformSubmodule).transformSubmodule;
this.originalPosition = transformSubmodule.originalPosition;
this.originalEulerAngles = transformSubmodule.originalEulerAngles;
this.originalScale = transformSubmodule.originalScale;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as IHaveTransformSubmodule).transformSubmodule =
new TransformSubmodule(attachedElement, originalPosition, originalEulerAngles, originalScale);
}
public override void DuplicateBM(GameElement attached)
{
(attached as IHaveTransformSubmodule).transformSubmodule =
new TransformSubmodule(attached, originalPosition, originalEulerAngles, originalScale);
}
}
}
}