80 lines
3.4 KiB
C#
80 lines
3.4 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using Ichni.RhythmGame.Beatmap;
|
|
using Unity.VisualScripting;
|
|
using UnityEngine;
|
|
|
|
namespace Ichni.RhythmGame
|
|
{
|
|
public partial class Displacement : AnimationBase
|
|
{
|
|
#region [暴露属性字段与关联] Exposed Fields & References
|
|
private TransformSubmodule targetTransformSubmodule;
|
|
public FlexibleFloat positionX, positionY, positionZ;
|
|
#endregion
|
|
|
|
#region [生命周期与工厂] Lifecycle & Factory
|
|
public static Displacement GenerateElement(string elementName, Guid id,
|
|
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
|
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
|
|
{
|
|
Displacement displacement = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<Displacement>();
|
|
|
|
displacement.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
|
|
|
displacement.animatedObject = animatedObject;
|
|
|
|
displacement.positionX = positionX;
|
|
displacement.positionY = positionY;
|
|
displacement.positionZ = positionZ;
|
|
displacement.animationReturnType = FlexibleReturnType.Before;
|
|
|
|
displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
|
|
|
//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
|
|
|
|
return displacement;
|
|
}
|
|
#endregion
|
|
|
|
#region [核心动画逻辑] Core Animation Logic
|
|
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
|
{
|
|
positionX.UpdateFlexibleFloat(songTime);
|
|
positionY.UpdateFlexibleFloat(songTime);
|
|
positionZ.UpdateFlexibleFloat(songTime);
|
|
|
|
if (forceUpdate || positionX.returnType is FlexibleReturnType.MiddleExecuting ||
|
|
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
|
|
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
|
|
{
|
|
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
|
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
|
|
targetTransformSubmodule.positionOffset += currentPosition;
|
|
targetTransformSubmodule.positionDirtyMark = true;
|
|
}
|
|
else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
|
|
{
|
|
//animationReturnType = FlexibleReturnType.MiddleExecuting;
|
|
//Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
|
|
//targetTransformSubmodule.positionOffset += currentPosition;
|
|
//targetTransformSubmodule.positionDirtyMark = true;
|
|
}
|
|
else
|
|
{
|
|
animationReturnType = FlexibleReturnType.MiddleInterval;
|
|
}
|
|
}
|
|
|
|
public override void ApplyTimeOffset(float offset)
|
|
{
|
|
base.ApplyTimeOffset(offset);
|
|
positionX.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
|
|
positionY.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
|
|
positionZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
|
|
}
|
|
#endregion
|
|
}
|
|
|
|
} |