2025-01-26 21:10:16 -05:00
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class TrackPathSubmodule : TrackSubmodule
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{
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public SplineComputer path;
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public List<PathNode> pathNodeList;
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public Track.TrackSpaceType trackSpaceType;
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public Track.TrackSamplingType trackSamplingType;
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public bool isClosed;
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2025-01-30 22:45:33 -05:00
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public TrackPathSubmodule(Track track, Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType, bool isClosed) : base(track)
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2025-01-26 21:10:16 -05:00
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{
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this.path = track.AddComponent<SplineComputer>();
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track.trackPathSubmodule = this;
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this.pathNodeList = new List<PathNode>();
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this.trackSpaceType = trackSpaceType;
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this.trackSamplingType = trackSamplingType;
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this.isClosed = isClosed;
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2025-01-30 22:45:33 -05:00
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SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
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//闭合路径在PathNode生成时执行,在初始化的情况下,PathNode数量为0,不会执行闭合操作
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2025-01-26 21:10:16 -05:00
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}
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}
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public partial class TrackPathSubmodule
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{
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private void SetUpSplineComputer(Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType)
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{
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path.type = (Spline.Type)(int)trackSpaceType;
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path.sampleMode = (SplineComputer.SampleMode)(int)trackSamplingType;
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path.space = SplineComputer.Space.Local;
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}
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public void ClosePath(bool close)
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{
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if (close)
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{
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path.Close();
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}
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else
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{
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path.Break();
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}
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isClosed = close;
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}
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public void SetTrackSpaceType(int spaceType)
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{
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trackSpaceType = (Track.TrackSpaceType)spaceType;
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path.type = (Spline.Type)spaceType;
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}
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public void SetPathNode(PathNode point)
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{
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path.SetPoint(point.index, point.node, SplineComputer.Space.Local);
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}
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}
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}
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