79 lines
3.3 KiB
C#
79 lines
3.3 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 Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class Swirl : 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 eulerAngleX, eulerAngleY, eulerAngleZ;
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#endregion
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#region [生命周期与工厂] Lifecycle & Factory
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public static Swirl GenerateElement(string elementName, Guid id,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
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{
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Swirl swirl = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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swirl.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
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swirl.animatedObject = animatedObject;
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swirl.eulerAngleX = eulerAngleX;
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swirl.eulerAngleY = eulerAngleY;
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swirl.eulerAngleZ = eulerAngleZ;
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swirl.animationReturnType = FlexibleReturnType.Before;
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swirl.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
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return swirl;
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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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eulerAngleX.UpdateFlexibleFloat(songTime);
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eulerAngleY.UpdateFlexibleFloat(songTime);
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eulerAngleZ.UpdateFlexibleFloat(songTime);
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if (forceUpdate || eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
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{
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//animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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//targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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//Debug.Break();
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//targetTransformSubmodule.eulerAnglesDirtyMark = true;
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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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eulerAngleX.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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eulerAngleY.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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eulerAngleZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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}
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#endregion
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}
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} |