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ichni_Official/Assets/Scripts/Game/Animations/Custom/PropertyAnimationFloat.cs

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C#
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using System;
using System.Collections.Generic;
using System.Reflection;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class PropertyAnimationFloat : AnimationBase
{
#region [] Exposed Fields & References
public string componentName;
public string propertyName;
public FlexibleFloat propertyValue;
private Component targetComponent;
private FieldInfo targetField;
private PropertyInfo targetProperty;
// 我们尝试通过原生的 Action 来降低反射 SetValue 带来的性能损耗装箱与GC
private Action<float> floatSetterDelegate;
#endregion
#region [] Lifecycle & Factory
public static PropertyAnimationFloat GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement animatedObject, string componentName, string propertyName, FlexibleFloat propertyValue)
{
PropertyAnimationFloat animation = Instantiate(GameManager.Instance.basePrefabs.emptyObject)
.AddComponent<PropertyAnimationFloat>();
animation.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
animation.animatedObject = animatedObject;
animation.componentName = componentName;
animation.propertyName = propertyName;
animation.propertyValue = propertyValue;
return animation;
}
public override void AfterInitialize()
{
if (animatedObject == null || string.IsNullOrEmpty(componentName)) return;
Type componentType = GetTypeFromAllAssemblies(componentName);
if (componentType != null)
{
targetComponent = animatedObject.GetComponentInChildren(componentType);
}
if (targetComponent != null)
{
InitializeReflection();
}
else
{
Debug.LogWarning($"[PropertyAnimationFloat] Cannot find Component '{componentName}' strictly on '{animatedObject.name}'.");
}
base.AfterInitialize();
}
private Type GetTypeFromAllAssemblies(string typeName)
{
// 对于跨程序集的搜索
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
Type type = assembly.GetType(typeName);
if (type != null) return type;
}
return null;
}
private void InitializeReflection()
{
Type type = targetComponent.GetType();
// 1. 尝试寻找 Property
targetProperty = type.GetProperty(propertyName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (targetProperty != null && targetProperty.CanWrite)
{
MethodInfo setMethod = targetProperty.GetSetMethod(nonPublic: true);
if (setMethod != null)
{
try
{
floatSetterDelegate = (Action<float>)Delegate.CreateDelegate(typeof(Action<float>), targetComponent, setMethod);
return; // 建立快速委托成功!
}
catch { /* 回落 */ }
}
}
// 2. 尝试寻找 Field (直接包含公有/私有)
targetField = type.GetField(propertyName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (targetField == null && targetProperty == null)
{
Debug.LogWarning($"[PropertyAnimationFloat] Cannot find target Property or Field '{propertyName}' strictly on '{componentName}'.");
}
}
#endregion
#region [] Core Animation Logic
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protected override void UpdateAnimation(float songTime, bool forceUpdate)
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{
if (targetComponent == null || propertyValue == null || propertyValue.animations.Count == 0) return;
propertyValue.UpdateFlexibleFloat(songTime);
float value = propertyValue.value;
if (floatSetterDelegate != null)
{
floatSetterDelegate(value);
}
else if (targetProperty != null)
{
targetProperty.SetValue(targetComponent, value);
}
else if (targetField != null)
{
targetField.SetValue(targetComponent, value);
}
if (animatedObject is IHaveDirtyMarkSubmodule dirtyTarget)
{
dirtyTarget.dirtyMarkSubmodule.MarkDirty(propertyName);
}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
if (propertyValue != null && propertyValue.animations != null)
{
foreach(var a in propertyValue.animations)
{
a.startTime += offset;
a.endTime += offset;
}
}
}
#endregion
}
}