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

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2025-06-03 02:42:28 -04:00
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
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
{
public GameElement targetGameElement;
public TransformSubmodule targetTransformSubmodule;
public GameElement lookAtObject;
public FlexibleBool enabling;
public static LookAt GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
GameElement lookAtTarget, FlexibleBool enabling)
{
LookAt look = Instantiate(GameManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
look.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
look.animatedObject = animatedObject;
look.lookAtObject = lookAtTarget;
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);
}
protected override void UpdateAnimation(float songTime)
{
enabling.UpdateFlexibleBool(songTime);
if (enabling.value)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 lookingDirection = (lookAtObject.transform.position - animatedObject.transform.position).normalized;
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
targetTransformSubmodule.eulerAnglesOffsetLock = true;
targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
targetTransformSubmodule.eulerAnglesOffsetLock = false;
}
}
public override void SaveBM()
{
matchedBM = new LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
enabling.ConvertToBM(), lookAtObject.elementGuid);
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
enabling.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
}
namespace Beatmap
{
public class LookAt_BM : GameElement_BM
{
public FlexibleBool_BM enabling;
public Guid lookAtObjectGuid;
public LookAt_BM()
{
}
public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid)
: base(elementName, elementGuid, tags, attachedElement)
{
this.enabling = enabling;
this.lookAtObjectGuid = lookAtObjectGuid;
}
public override void ExecuteBM()
{
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
public override GameElement DuplicateBM(GameElement parent)
{
return LookAt.GenerateElement(elementName, Guid.NewGuid(), tags, false, parent,
GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
}
}
}