Files
ichni_Creator_Studio/Assets/Scripts/Animations/Transform/Displacement.cs
SoulliesOfficial bc1c5d65ef 基础内容-8
添加BM存档类
2025-02-02 21:59:43 -05:00

130 lines
5.2 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 partial class Displacement : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
public static Displacement GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
{
Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
displacement.Initialize(elementName, id, tags);
displacement.targetObject = 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.SetParent(targetObject);
displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
return displacement;
}
private void Start()
{
targetTransformSubmodule = targetObject.transformSubmodule;
}
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,
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Displacement_BM : BaseElement_BM
{
public FlexibleFloat_BM positionX, positionY, positionZ;
public Displacement_BM()
{
}
public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_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, GetElement(attachedElementGuid),
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return Displacement.GenerateElement(elementName, elementGuid, tags, parent,
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
}
}
}