113 lines
4.2 KiB
C#
113 lines
4.2 KiB
C#
using System;
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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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/// <summary>
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/// Synchronizes this element's position to another element's world position.
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/// </summary>
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public partial class PositionSync : 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 GameElement syncTargetObject;
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public FlexibleBool enabling;
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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 PositionSync GenerateElement(string elementName, Guid id,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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GameElement syncTargetObject, FlexibleBool enabling)
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{
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PositionSync sync = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<PositionSync>();
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sync.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
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sync.animatedObject = animatedObject;
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sync.syncTargetObject = syncTargetObject;
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sync.enabling = enabling ?? new FlexibleBool();
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sync.animationReturnType = FlexibleReturnType.Before;
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sync.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule)?.transformSubmodule;
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return sync;
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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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public override void OnDelete()
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{
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base.OnDelete();
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targetTransformSubmodule?.MarkPositionDirty();
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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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public override void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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base.ScheduledUpdate(phase, songTime);
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// 与 CreatorStudio 保持一致:这里在 Animation 阶段读取 target world position。
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// 如果 target 是 TrackPercentPoint,当前帧 TrackFollower 尚未执行,因此读到的可能是上一帧位置。
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// 这个一帧延后是有意保留的兼容行为;好处是随后 Apply 阶段能刷新被同步的 PathNode/Track,
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// 让本帧后续 TrackFollower/Note 使用更新后的轨道数据。
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if (phase == UpdatePhase.Animation && enabling != null && enabling.value)
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{
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ApplyPositionSync();
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}
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}
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protected override void UpdateAnimation(float songTime, bool forceUpdate)
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{
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if (enabling == null)
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{
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animationReturnType = FlexibleReturnType.None;
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return;
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}
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enabling.UpdateFlexibleBool(songTime);
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if (enabling.value)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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targetTransformSubmodule?.MarkPositionDirty();
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}
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else if (animationReturnType != FlexibleReturnType.MiddleInterval)
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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targetTransformSubmodule?.MarkPositionDirty();
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}
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}
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private void ApplyPositionSync()
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{
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if (targetTransformSubmodule == null || syncTargetObject == null)
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{
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return;
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}
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Transform self = targetTransformSubmodule.attachedGameElement.transform;
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Transform parent = self.parent;
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Vector3 targetWorldPosition = syncTargetObject.transform.position;
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Vector3 desiredLocalPosition = parent != null
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? parent.InverseTransformPoint(targetWorldPosition)
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: targetWorldPosition;
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Vector3 syncOffset = desiredLocalPosition - targetTransformSubmodule.originalPosition;
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targetTransformSubmodule.positionOffset += syncOffset;
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targetTransformSubmodule.MarkPositionDirty();
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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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enabling?.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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}
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#endregion
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}
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}
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