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

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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
{
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#region [] Exposed Fields & References
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private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
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public static HashSet<Swirl> ActiveSwirls = new HashSet<Swirl>();
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#endregion
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protected void OnEnable() { ActiveSwirls.Add(this); }
protected void OnDisable() { ActiveSwirls.Remove(this); }
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#region [] Lifecycle & Factory
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public static Swirl GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
{
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Swirl swirl = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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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;
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return swirl;
}
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#endregion
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#region [] Core Animation Logic
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protected override void UpdateAnimation(float songTime, bool forceUpdate)
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{
eulerAngleX.UpdateFlexibleFloat(songTime);
eulerAngleY.UpdateFlexibleFloat(songTime);
eulerAngleZ.UpdateFlexibleFloat(songTime);
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bool isMiddleExecuting = eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
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{
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if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
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// 首帧合并退让保护
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var s in ActiveSwirls)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.eulerAngleX.isSwitchingReturnType || s.eulerAngleY.isSwitchingReturnType || s.eulerAngleZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
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}
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else if (isSwitching)
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{
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// 最终帧补偿机制
bool isAnyOtherExecuting = false;
foreach (var s in ActiveSwirls)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
s.eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
s.eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
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}
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));
}
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#endregion
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}
}