谱面改进
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@@ -12,8 +12,13 @@ namespace Ichni.RhythmGame
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#region [暴露属性字段与关联] Exposed Fields & References
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private TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat positionX, positionY, positionZ;
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public static HashSet<Displacement> ActiveDisplacements = new HashSet<Displacement>();
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#endregion
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protected void OnEnable() { ActiveDisplacements.Add(this); }
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protected void OnDisable() { ActiveDisplacements.Remove(this); }
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#region [生命周期与工厂] Lifecycle & Factory
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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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@@ -45,21 +50,65 @@ namespace Ichni.RhythmGame
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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if (forceUpdate || 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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bool isMiddleExecuting = 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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bool isSwitching = positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType;
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if (forceUpdate || isMiddleExecuting)
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{
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if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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// 首帧合并退让保护
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bool shouldSkipFirstFrame = false;
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if (!forceUpdate && isSwitching)
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{
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foreach (var d in ActiveDisplacements)
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{
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if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
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{
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if (d.positionX.isSwitchingReturnType || d.positionY.isSwitchingReturnType || d.positionZ.isSwitchingReturnType)
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{
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shouldSkipFirstFrame = true;
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break;
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}
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}
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}
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}
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if (!shouldSkipFirstFrame)
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{
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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}
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else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
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else if (isSwitching)
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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 += currentPosition;
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//targetTransformSubmodule.positionDirtyMark = true;
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// 最终帧补偿机制
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bool isAnyOtherExecuting = false;
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foreach (var d in ActiveDisplacements)
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{
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if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
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{
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if (d.positionX.returnType is FlexibleReturnType.MiddleExecuting ||
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d.positionY.returnType is FlexibleReturnType.MiddleExecuting ||
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d.positionZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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isAnyOtherExecuting = true;
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break;
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}
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}
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}
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if (!isAnyOtherExecuting)
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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 += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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}
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else
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{
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@@ -11,8 +11,14 @@ namespace Ichni.RhythmGame
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#region [暴露属性字段与关联] Exposed Fields & References
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat scaleX, scaleY, scaleZ;
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// 静态跟踪全局激活的Scale组件,为了方便同物体的跨动画状态感应
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public static HashSet<Scale> ActiveScales = new HashSet<Scale>();
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#endregion
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protected void OnEnable() { ActiveScales.Add(this); }
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protected void OnDisable() { ActiveScales.Remove(this); }
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#region [生命周期与工厂] Lifecycle & Factory
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public static Scale GenerateElement(string elementName, Guid id,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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@@ -49,21 +55,65 @@ namespace Ichni.RhythmGame
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scaleY.UpdateFlexibleFloat(songTime);
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scaleZ.UpdateFlexibleFloat(songTime);
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if (forceUpdate || scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
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bool isMiddleExecuting = scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting;
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bool isSwitching = scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType;
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if (forceUpdate || isMiddleExecuting)
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{
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if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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// 检查是否是刚开始的第一帧,且有其它同类动画正在收尾(避免两帧叠加导致 ScaleX2)
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bool shouldSkipFirstFrame = false;
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if (!forceUpdate && isSwitching)
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{
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foreach (var s in ActiveScales)
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{
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if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
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{
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if (s.scaleX.isSwitchingReturnType || s.scaleY.isSwitchingReturnType || s.scaleZ.isSwitchingReturnType)
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{
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shouldSkipFirstFrame = true;
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break;
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}
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}
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}
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}
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if (!shouldSkipFirstFrame)
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{
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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}
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else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
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else if (isSwitching)
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{
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//animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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//targetTransformSubmodule.scaleOffset += currentScale;
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//targetTransformSubmodule.scaleDirtyMark = true;
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// 【收尾保护】如果这个动画是附着物体的“最后的动画”的结束,额外更新彻底将其设为终定值
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bool isAnyOtherExecuting = false;
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foreach (var s in ActiveScales)
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{
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if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
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{
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if (s.scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
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s.scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
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s.scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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isAnyOtherExecuting = true;
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break;
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}
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}
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}
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if (!isAnyOtherExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting; // 使系统认为有有效活动
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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}
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else
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{
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@@ -12,8 +12,13 @@ namespace Ichni.RhythmGame
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#region [暴露属性字段与关联] Exposed Fields & References
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private TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
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public static HashSet<Swirl> ActiveSwirls = new HashSet<Swirl>();
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#endregion
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protected void OnEnable() { ActiveSwirls.Add(this); }
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protected void OnDisable() { ActiveSwirls.Remove(this); }
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#region [生命周期与工厂] Lifecycle & Factory
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public static Swirl GenerateElement(string elementName, Guid id,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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@@ -43,22 +48,65 @@ namespace Ichni.RhythmGame
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eulerAngleY.UpdateFlexibleFloat(songTime);
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eulerAngleZ.UpdateFlexibleFloat(songTime);
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if (forceUpdate || eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
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bool isMiddleExecuting = eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting;
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bool isSwitching = eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType;
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if (forceUpdate || isMiddleExecuting)
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{
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if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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// 首帧合并退让保护
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bool shouldSkipFirstFrame = false;
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if (!forceUpdate && isSwitching)
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{
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foreach (var s in ActiveSwirls)
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{
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if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
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{
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if (s.eulerAngleX.isSwitchingReturnType || s.eulerAngleY.isSwitchingReturnType || s.eulerAngleZ.isSwitchingReturnType)
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{
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shouldSkipFirstFrame = true;
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break;
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}
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}
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}
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}
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if (!shouldSkipFirstFrame)
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{
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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}
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else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
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else if (isSwitching)
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{
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//animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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//targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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//Debug.Break();
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//targetTransformSubmodule.eulerAnglesDirtyMark = true;
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// 最终帧补偿机制
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bool isAnyOtherExecuting = false;
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foreach (var s in ActiveSwirls)
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{
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if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
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{
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if (s.eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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s.eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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s.eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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isAnyOtherExecuting = true;
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break;
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}
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}
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}
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if (!isAnyOtherExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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}
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else
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{
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