Files
ichni_Official/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs
SoulliesOfficial a635ec4221 GPU优化
2026-02-27 08:21:00 -05:00

109 lines
4.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using UniRx;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
{
public ElementFolder trackListFolder;
public Track nowAttachedTrack;
private int nowAttachedTrackIndex;
public SplinePositioner trackPositioner;
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
{
CrossTrackPoint point = Instantiate(GameManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated, elementFolder);
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.nowAttachedTrackIndex = -1;
point.trackListFolder = elementFolder;
point.trackSwitch = trackSwitch;
point.trackPercent = trackPercent;
point.trackPositioner.motion.applyRotation = false;
return point;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
private void Update()
{
if (trackPercent.animations.Count > 0)
{
trackSwitch.UpdateFlexibleInt(GameManager.instance.songTime);
trackPercent.UpdateFlexibleFloat(GameManager.instance.songTime);
SetPoint();
}
}
private void SetPoint()
{
if (nowAttachedTrackIndex != trackSwitch.value &&
trackSwitch.value >= 0 &&
trackSwitch.value < trackListFolder.trackList.Count)
{
nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
nowAttachedTrackIndex = trackSwitch.value;
trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
}
nowAttachedTrack?.trackPathSubmodule.UpdatePoint(transform, trackPercent.value);
//trackPositioner.SetPercent(trackPercent.value);
//trackPositioner.RebuildImmediate();
/*Debug.Log(trackSwitch.value + " " + trackPercent.value + " " +
nowAttachedTrack.trackPathSubmodule.path.EvaluatePosition(trackPercent.value) + " " +
transform.position + " " + transform.eulerAngles);*/
}
}
public partial class CrossTrackPoint
{
public override void SaveBM()
{
matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
}
}
namespace Beatmap
{
public class CrossTrackPoint_BM : GameElement_BM
{
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public CrossTrackPoint_BM()
{
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackSwitch = trackSwitch;
this.trackPercent = trackPercent;
}
public override void ExecuteBM()
{
matchedElement = CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
}
}
}
}