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

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Displacement : AnimationBase
{
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#region [] Exposed Fields & References
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private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
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#endregion
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#region [] Lifecycle & Factory
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public static Displacement GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
{
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Displacement displacement = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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displacement.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
displacement.animatedObject = animatedObject;
displacement.positionX = positionX;
displacement.positionY = positionY;
displacement.positionZ = positionZ;
displacement.animationReturnType = FlexibleReturnType.Before;
displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
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//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
return displacement;
}
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#endregion
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#region [] Core Animation Logic
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protected override void UpdateAnimation(float songTime)
{
positionX.UpdateFlexibleFloat(songTime);
positionY.UpdateFlexibleFloat(songTime);
positionZ.UpdateFlexibleFloat(songTime);
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
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{
animationReturnType = FlexibleReturnType.MiddleExecuting;
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//Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
//targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
positionX.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
positionY.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
positionZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
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#endregion
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}
}