129 lines
5.4 KiB
C#
129 lines
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class Displacement : AnimationBase
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{
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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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FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
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{
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Displacement displacement = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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displacement.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
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displacement.animatedObject = animatedObject;
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displacement.positionX = positionX;
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displacement.positionY = positionY;
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displacement.positionZ = positionZ;
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displacement.animationReturnType = FlexibleReturnType.Before;
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displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
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//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
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return displacement;
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}
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#endregion
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#region [核心动画逻辑] Core Animation Logic
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protected override void UpdateAnimation(float songTime, bool forceUpdate)
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{
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positionX.UpdateFlexibleFloat(songTime);
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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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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// 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 (isSwitching)
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{
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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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animationReturnType = FlexibleReturnType.MiddleInterval;
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}
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}
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public override void ApplyTimeOffset(float offset)
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{
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base.ApplyTimeOffset(offset);
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positionX.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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positionY.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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positionZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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}
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#endregion
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}
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} |