134 lines
5.6 KiB
C#
134 lines
5.6 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 UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class Scale : 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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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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FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
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{
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Scale scale = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<Scale>();
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scale.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
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scale.animatedObject = animatedObject;
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scale.scaleX = scaleX;
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scale.scaleY = scaleY;
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scale.scaleZ = scaleZ;
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scale.animationReturnType = FlexibleReturnType.Before;
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scale.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
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//scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
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return scale;
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}
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public override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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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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scaleX.UpdateFlexibleFloat(songTime);
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scaleY.UpdateFlexibleFloat(songTime);
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scaleZ.UpdateFlexibleFloat(songTime);
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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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// 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 (isSwitching)
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{
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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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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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scaleX.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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scaleY.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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scaleZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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}
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#endregion
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}
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} |