114 lines
4.0 KiB
C#
114 lines
4.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Lean.Pool;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 将物体的z轴指向目标物体,注意,LookAt的启用期间,物体的旋转将被锁定
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/// </summary>
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public partial class LookAt : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public BaseElement lookAtObject;
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public FlexibleBool enabling;
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public static LookAt GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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BaseElement lookAtTarget, FlexibleBool enabling)
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{
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LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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look.Initialize(elementName, id, tags);
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look.targetObject = targetObject;
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look.lookAtObject = lookAtTarget;
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look.enabling = enabling;
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look.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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look.targetTransformSubmodule = targetObject.transformSubmodule;
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}
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else
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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look.SetParent(targetObject);
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look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
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return look;
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}
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private void Start()
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{
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targetTransformSubmodule = targetObject.transformSubmodule;
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}
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protected override void UpdateAnimation(float songTime)
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{
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enabling.UpdateFlexibleBool(songTime);
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if (enabling.value)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 lookingDirection =
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(lookAtObject.transform.position - targetObject.transform.position).normalized;
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Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
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targetTransformSubmodule.eulerAnglesOffsetLock = true;
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targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
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}
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else
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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targetTransformSubmodule.eulerAnglesOffsetLock = false;
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}
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}
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public override void SaveBM()
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{
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matchedBM = new Beatmap.LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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enabling.ConvertToBM(), lookAtObject.elementGuid);
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}
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}
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namespace Beatmap
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{
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public class LookAt_BM : BaseElement_BM
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{
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public FlexibleBool_BM enabling;
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public Guid lookAtObjectGuid;
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public LookAt_BM()
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{
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}
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public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid) : base(elementName,
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elementGuid, tags, attachedElement)
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{
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this.enabling = enabling;
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this.lookAtObjectGuid = lookAtObjectGuid;
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}
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public override void ExecuteBM()
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{
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matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags,
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GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return LookAt.GenerateElement(elementName, elementGuid, tags, parent,
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GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
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}
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}
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}
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} |