Files
ichni_Official/Assets/Scripts/Game/Animations/Transform/Displacement.cs
SoulliesOfficial 1bc9af280b 同步
2026-04-03 10:53:11 -04:00

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 [] Exposed Fields & References
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
#endregion
#region [] 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 [] 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
}
}