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ichni_Official/Assets/Scripts/Game/Animations/Transform/LookAt.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
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using UniRx;
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using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 将物体的z轴指向目标物体注意LookAt的启用期间物体的旋转将被锁定
/// </summary>
public partial class LookAt : AnimationBase
{
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#region [] Exposed Fields & References
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public GameElement targetGameElement;
public TransformSubmodule targetTransformSubmodule;
public FlexibleBool enabling;
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#endregion
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#region [] Lifecycle & Factory
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public static LookAt GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
GameElement lookAtTarget, FlexibleBool enabling)
{
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LookAt look = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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look.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
look.animatedObject = animatedObject;
look.enabling = enabling;
look.animationReturnType = FlexibleReturnType.Before;
look.targetGameElement = lookAtTarget;
look.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
//look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
return look;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
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public override void AfterInitialize()
{
base.AfterInitialize();
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// 注册 Phase 7Effect确保在 Track/TrackFollowerPhase 4/5和 NotePhase 6
// 全部更新完毕后再计算旋转覆盖,避免因位置尚未就绪导致的旋转抖动
CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
}
public override void OnDelete()
{
base.OnDelete();
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
}
public override void ManualUpdate(float songTime, bool forceUpdate = false)
{
base.ManualUpdate(songTime, forceUpdate);
// 动画结束时同步注销 Phase 7
if (timeDurationSubmodule.CheckAfterEndTime(songTime))
{
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
}
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}
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#endregion
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#region [] Core Animation Logic
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public override void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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switch (phase)
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{
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case UpdatePhase.Animation:
base.ScheduledUpdate(phase, songTime);
break;
case UpdatePhase.Effect:
// 在所有 Track/TrackFollower/Note 位置更新完毕后覆盖旋转
if (enabling.value)
{
(animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
}
break;
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}
}
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protected override void UpdateAnimation(float songTime, bool forceUpdate)
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{
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if (targetGameElement is null) return;
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enabling.UpdateFlexibleBool(songTime);
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if (!targetTransformSubmodule.eulerAnglesOffsetLock || enabling.value)
{
targetTransformSubmodule.eulerAnglesOffsetLock = enabling.value;
}
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if (enabling.value)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else if (animationReturnType != FlexibleReturnType.MiddleInterval)
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{
animationReturnType = FlexibleReturnType.MiddleInterval;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
enabling.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
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#endregion
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}
}