谱面改进
This commit is contained in:
@@ -12,8 +12,13 @@ namespace Ichni.RhythmGame
|
||||
#region [暴露属性字段与关联] 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 [生命周期与工厂] 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
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user