using System; using System.Collections; using System.Collections.Generic; using Ichni.RhythmGame.Beatmap; using Lean.Pool; using UnityEngine; namespace Ichni.RhythmGame { public partial class Swirl : AnimationBase { #region [暴露属性字段与关联] Exposed Fields & References private TransformSubmodule targetTransformSubmodule; public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ; #endregion #region [生命周期与工厂] Lifecycle & Factory public static Swirl GenerateElement(string elementName, Guid id, List tags, bool isFirstGenerated, GameElement animatedObject, FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ) { Swirl swirl = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent(); swirl.Initialize(elementName, id, tags, isFirstGenerated, animatedObject); swirl.animatedObject = animatedObject; swirl.eulerAngleX = eulerAngleX; swirl.eulerAngleY = eulerAngleY; swirl.eulerAngleZ = eulerAngleZ; swirl.animationReturnType = FlexibleReturnType.Before; swirl.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule; return swirl; } #endregion #region [核心动画逻辑] Core Animation Logic protected override void UpdateAnimation(float songTime, bool forceUpdate) { eulerAngleX.UpdateFlexibleFloat(songTime); eulerAngleY.UpdateFlexibleFloat(songTime); eulerAngleZ.UpdateFlexibleFloat(songTime); if (forceUpdate || eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting) { if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting; Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value); targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles; targetTransformSubmodule.eulerAnglesDirtyMark = true; } else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType) { //animationReturnType = FlexibleReturnType.MiddleExecuting; //Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value); //targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles; //Debug.Break(); //targetTransformSubmodule.eulerAnglesDirtyMark = true; } else { animationReturnType = FlexibleReturnType.MiddleInterval; } } public override void ApplyTimeOffset(float offset) { base.ApplyTimeOffset(offset); eulerAngleX.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); eulerAngleY.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); eulerAngleZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); } #endregion } }