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using System;
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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 Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
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{
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#region [暴露属性字段] Essential Configs
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public Track track;
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public bool motionApplyRotation;
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public Vector3 motionEulerAngles;
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#endregion
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#region [计算与状态缓存] Calculated & Cached States
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public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
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public SplinePositioner trackPositioner;
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#endregion
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#region [子模块接口] Submodules
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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#endregion
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#region [生命周期] Lifecycle & Factory
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public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, Track track, bool motionApplyRotation, Vector3 motionEulerAngles)
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{
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TrackHeadPoint head =
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LeanPool.Spawn(GameManager.Instance.basePrefabs.trackHeadPoint, track.transform).GetComponent<TrackHeadPoint>();
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head.Initialize(elementName, id, tags, isFirstGenerated, track);
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head.track = track;
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head.trackPositioner = head.gameObject.GetComponent<SplinePositioner>();
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head.trackPositioner.spline = track.trackPathSubmodule.path;
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head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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head.motionApplyRotation = motionApplyRotation;
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head.trackPositioner.motion.applyRotation = motionApplyRotation;
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head.motionEulerAngles = motionEulerAngles;
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head.trackPositioner.motion.rotationOffset = motionEulerAngles;
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return head;
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}
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public override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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}
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public override void AfterInitialize()
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{
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GameManager.Instance.trackManager.RegisterHeadPoint(this);
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base.AfterInitialize();
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}
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#endregion
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#region [轮询更新] Main Update
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public void ManualUpdate(float currentSongTime)
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{
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if (track.timeDurationSubmodule.CheckTimeInDuration(currentSongTime))
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{
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trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
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}
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if(track.timeDurationSubmodule.CheckAfterEndTime(currentSongTime))
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{
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GameManager.Instance.trackManager.UnregisterHeadPoint(this);
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}
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}
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#endregion
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}
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}
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