Files
ichni_Official/Assets/Scripts/Game/Animations/Transform/Displacement.cs
SoulliesOfficial 3a63641a2c 谱面改进
2026-04-09 11:03:18 -04:00

129 lines
5.4 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;
public static HashSet<Displacement> ActiveDisplacements = new HashSet<Displacement>();
#endregion
protected void OnEnable() { ActiveDisplacements.Add(this); }
protected void OnDisable() { ActiveDisplacements.Remove(this); }
#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);
bool isMiddleExecuting = positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
{
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
// 首帧合并退让保护
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var d in ActiveDisplacements)
{
if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (d.positionX.isSwitchingReturnType || d.positionY.isSwitchingReturnType || d.positionZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
}
else if (isSwitching)
{
// 最终帧补偿机制
bool isAnyOtherExecuting = false;
foreach (var d in ActiveDisplacements)
{
if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (d.positionX.returnType is FlexibleReturnType.MiddleExecuting ||
d.positionY.returnType is FlexibleReturnType.MiddleExecuting ||
d.positionZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
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
}
}