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

89 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public bool motionApplyRotation;
public Vector3 motionEulerAngles;
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track, bool motionApplyRotation, Vector3 motionEulerAngles)
{
TrackHeadPoint head = Instantiate(GameManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags, isFirstGenerated, track);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
head.motionApplyRotation = motionApplyRotation;
head.trackPositioner.motion.applyRotation = motionApplyRotation;
head.motionEulerAngles = motionEulerAngles;
head.trackPositioner.motion.rotationOffset = motionEulerAngles;
return head;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(GameManager.instance.songTime))
{
track.trackPathSubmodule.UpdatePoint(transform, trackTimeSubmoduleMovable.headPercent);
//trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
}
}
}
public partial class TrackHeadPoint
{
public override void SaveBM()
{
matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
motionApplyRotation, motionEulerAngles);
}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : GameElement_BM
{
public bool motionApplyRotation = false;
public Vector3 motionEulerAngles;
public TrackHeadPoint_BM()
{
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, bool motionApplyRotation, Vector3 motionEulerAngles)
: base(elementName, elementGuid, tags, attachedElement)
{
this.motionApplyRotation = motionApplyRotation;
this.motionEulerAngles = motionEulerAngles;
}
public override void ExecuteBM()
{
matchedElement = TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track, motionApplyRotation, motionEulerAngles);
}
}
}
}