111 lines
4.3 KiB
C#
111 lines
4.3 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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private TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
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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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//swirl.timeDurationSubmodule.SetDuration(eulerAngleX, eulerAngleY, eulerAngleZ);
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return swirl;
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}
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protected override void UpdateAnimation(float songTime)
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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 ((eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType) ||
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(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
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(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || 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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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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}
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public partial class Swirl
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{
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public override void SaveBM()
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{
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matchedBM = new Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Swirl_BM : AnimationBase_BM
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{
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public FlexibleFloat_BM eulerAngleX, eulerAngleY, eulerAngleZ;
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public Swirl_BM()
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{
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}
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public Swirl_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
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FlexibleFloat_BM eulerAngleX, FlexibleFloat_BM eulerAngleY, FlexibleFloat_BM eulerAngleZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.eulerAngleX = eulerAngleX;
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this.eulerAngleY = eulerAngleY;
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this.eulerAngleZ = eulerAngleZ;
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}
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public override void ExecuteBM()
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{
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matchedElement = Swirl.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return Swirl.GenerateElement(elementName, Guid.NewGuid(), tags, false, parent,
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eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
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}
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}
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}
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} |