Files
ichni_Official/Assets/Scripts/Game/Components/TimeDurationSubmodule.cs
SoulliesOfficial 7580c4d87c 大更
2026-03-14 03:13:10 -04:00

148 lines
4.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using UniRx;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Events;
namespace Ichni.RhythmGame
{
public partial class TimeDurationSubmodule : SubmoduleBase
{
#region [] Time Flags & Actions
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略,且在自动计算区间时跳过此模块
public float startTime, endTime; //起止时间
private Action _enableAction, _disableAction; //启用和禁用时的额外操作
#endregion
#region [] Constructors & Initialization
public TimeDurationSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
isOverridingDuration = false;
startTime = -32767; //TODO: 换为-delay
endTime = 32767; //TODO: 换为songLength
if (!HaveSameSubmodule)
{
(attachedGameElement as IHaveTimeDurationSubmodule).timeDurationSubmodule = this;
}
}
public TimeDurationSubmodule(GameElement attachedGameElement, bool isOverridingDuration, float startTime, float endTime) :
base(attachedGameElement)
{
this.isOverridingDuration = isOverridingDuration;
this.startTime = startTime;
this.endTime = endTime;
if (!HaveSameSubmodule)
{
(attachedGameElement as IHaveTimeDurationSubmodule).timeDurationSubmodule = this;
}
}
#endregion
#region [] Time Checking Utils
public bool CheckTimeInDuration(float time, float offset = 0.2f)
{
return time >= startTime - offset && time <= endTime + offset;
}
public bool CheckAfterEndTime(float time, float offset = 0.2f)
{
return time > endTime + offset;
}
#endregion
#region [] Get & Set Durations
public void SetDuration(float startTime, float endTime)
{
this.startTime = startTime;
this.endTime = endTime;
this.isOverridingDuration = true;
}
public void SetDuration(params FlexibleFloat[] flexibleFloats)
{
List<float> startTimes = new List<float>();
List<float> endTimes = new List<float>();
foreach (FlexibleFloat flexibleFloat in flexibleFloats)
{
flexibleFloat.Sort();
if (flexibleFloat.animations.Count > 0)
{
startTimes.Add(flexibleFloat.animations[0].startTime);
endTimes.Add(flexibleFloat.animations[^1].endTime);
}
else continue;
}
if (startTimes.Count == 0 || endTimes.Count == 0)
{
return;
}
startTime = startTimes.Min();
endTime = endTimes.Max();
}
public void SetDurationFromChildren(List<TimeDurationSubmodule> children)
{
List<float2> durations = new List<float2>();
if (children.Count == 0)
{
return;
}
foreach (var child in children)
{
durations.Add(new float2(child.startTime, child.endTime));
}
startTime = durations.Min(duration => duration.x);
endTime = durations.Max(duration => duration.y);
}
#endregion
}
#region [] Dynamic State Control
public partial class TimeDurationSubmodule
{
public void SetUpActions(Action enableAction, Action disableAction = null)
{
_enableAction = enableAction;
_disableAction = disableAction;
}
public void DetectAndSwitchActiveState(float currentSongTime)
{
bool inDuration = CheckTimeInDuration(currentSongTime);
bool isActive = attachedGameElement.gameObject.activeSelf;
if (inDuration && !isActive)
{
attachedGameElement.gameObject.SetActive(true);
_enableAction?.Invoke();
}
else if (!inDuration && isActive)
{
attachedGameElement.gameObject.SetActive(false);
_disableAction?.Invoke();
}
}
}
#endregion
#region [] Component Interface
public interface IHaveTimeDurationSubmodule
{
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
}
#endregion
}