谱面改进

This commit is contained in:
SoulliesOfficial
2026-04-09 11:03:18 -04:00
parent 9af26bb435
commit 3a63641a2c
106 changed files with 1994 additions and 336 deletions

View File

@@ -12,8 +12,13 @@ namespace Ichni.RhythmGame
#region [] Exposed Fields & References
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
public static HashSet<Displacement> ActiveDisplacements = new HashSet<Displacement>();
#endregion
protected void OnEnable() { ActiveDisplacements.Add(this); }
protected void OnDisable() { ActiveDisplacements.Remove(this); }
#region [] Lifecycle & Factory
public static Displacement GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
@@ -45,21 +50,65 @@ namespace Ichni.RhythmGame
positionY.UpdateFlexibleFloat(songTime);
positionZ.UpdateFlexibleFloat(songTime);
if (forceUpdate || positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
bool isMiddleExecuting = positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
{
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
// 首帧合并退让保护
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var d in ActiveDisplacements)
{
if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (d.positionX.isSwitchingReturnType || d.positionY.isSwitchingReturnType || d.positionZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
}
else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
else if (isSwitching)
{
//animationReturnType = FlexibleReturnType.MiddleExecuting;
//Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
//targetTransformSubmodule.positionOffset += currentPosition;
//targetTransformSubmodule.positionDirtyMark = true;
// 最终帧补偿机制
bool isAnyOtherExecuting = false;
foreach (var d in ActiveDisplacements)
{
if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (d.positionX.returnType is FlexibleReturnType.MiddleExecuting ||
d.positionY.returnType is FlexibleReturnType.MiddleExecuting ||
d.positionZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
}
else
{

View File

@@ -11,8 +11,14 @@ namespace Ichni.RhythmGame
#region [] Exposed Fields & References
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat scaleX, scaleY, scaleZ;
// 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
public static HashSet<Scale> ActiveScales = new HashSet<Scale>();
#endregion
protected void OnEnable() { ActiveScales.Add(this); }
protected void OnDisable() { ActiveScales.Remove(this); }
#region [] Lifecycle & Factory
public static Scale GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
@@ -49,21 +55,65 @@ namespace Ichni.RhythmGame
scaleY.UpdateFlexibleFloat(songTime);
scaleZ.UpdateFlexibleFloat(songTime);
if (forceUpdate || scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
bool isMiddleExecuting = scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
{
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
// 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
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var s in ActiveScales)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.scaleX.isSwitchingReturnType || s.scaleY.isSwitchingReturnType || s.scaleZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
}
}
else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
else if (isSwitching)
{
//animationReturnType = FlexibleReturnType.MiddleExecuting;
//Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
//targetTransformSubmodule.scaleOffset += currentScale;
//targetTransformSubmodule.scaleDirtyMark = true;
// 【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
bool isAnyOtherExecuting = false;
foreach (var s in ActiveScales)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
s.scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
s.scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting; // 使系统认为有有效活动
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
}
}
else
{

View File

@@ -12,8 +12,13 @@ namespace Ichni.RhythmGame
#region [] Exposed Fields & References
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
public static HashSet<Swirl> ActiveSwirls = new HashSet<Swirl>();
#endregion
protected void OnEnable() { ActiveSwirls.Add(this); }
protected void OnDisable() { ActiveSwirls.Remove(this); }
#region [] Lifecycle & Factory
public static Swirl GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
@@ -43,22 +48,65 @@ namespace Ichni.RhythmGame
eulerAngleY.UpdateFlexibleFloat(songTime);
eulerAngleZ.UpdateFlexibleFloat(songTime);
if (forceUpdate || eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
bool isMiddleExecuting = eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
{
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
// 首帧合并退让保护
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var s in ActiveSwirls)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.eulerAngleX.isSwitchingReturnType || s.eulerAngleY.isSwitchingReturnType || s.eulerAngleZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
}
else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
else if (isSwitching)
{
//animationReturnType = FlexibleReturnType.MiddleExecuting;
//Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
//targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
//Debug.Break();
//targetTransformSubmodule.eulerAnglesDirtyMark = true;
// 最终帧补偿机制
bool isAnyOtherExecuting = false;
foreach (var s in ActiveSwirls)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
s.eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
s.eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
}
else
{