Files
ichni_Official/Assets/Scripts/Game/Animations/Transform/Swirl.cs
SoulliesOfficial bae0bfbc20 perf
2025-07-21 05:42:20 -04:00

111 lines
4.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Swirl : AnimationBase
{
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
public static Swirl GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
{
Swirl swirl = Instantiate(GameManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
swirl.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
swirl.animatedObject = animatedObject;
swirl.eulerAngleX = eulerAngleX;
swirl.eulerAngleY = eulerAngleY;
swirl.eulerAngleZ = eulerAngleZ;
swirl.animationReturnType = FlexibleReturnType.Before;
swirl.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
//swirl.timeDurationSubmodule.SetDuration(eulerAngleX, eulerAngleY, eulerAngleZ);
return swirl;
}
protected override void UpdateAnimation(float songTime)
{
eulerAngleX.UpdateFlexibleFloat(songTime);
eulerAngleY.UpdateFlexibleFloat(songTime);
eulerAngleZ.UpdateFlexibleFloat(songTime);
if ((eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType) ||
(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
eulerAngleX.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
eulerAngleY.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
eulerAngleZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
}
public partial class Swirl
{
public override void SaveBM()
{
matchedBM = new Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Swirl_BM : AnimationBase_BM
{
public FlexibleFloat_BM eulerAngleX, eulerAngleY, eulerAngleZ;
public Swirl_BM()
{
}
public Swirl_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
FlexibleFloat_BM eulerAngleX, FlexibleFloat_BM eulerAngleY, FlexibleFloat_BM eulerAngleZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.eulerAngleX = eulerAngleX;
this.eulerAngleY = eulerAngleY;
this.eulerAngleZ = eulerAngleZ;
}
public override void ExecuteBM()
{
matchedElement = Swirl.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
}
public override GameElement DuplicateBM(GameElement parent)
{
return Swirl.GenerateElement(elementName, Guid.NewGuid(), tags, false, parent,
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
}
}
}
}