谱面改进

This commit is contained in:
SoulliesOfficial
2026-04-09 11:03:18 -04:00
parent 9af26bb435
commit 3a63641a2c
106 changed files with 1994 additions and 336 deletions

View File

@@ -12,8 +12,13 @@ namespace Ichni.RhythmGame
#region [] Exposed Fields & References
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
public static HashSet<Displacement> ActiveDisplacements = new HashSet<Displacement>();
#endregion
protected void OnEnable() { ActiveDisplacements.Add(this); }
protected void OnDisable() { ActiveDisplacements.Remove(this); }
#region [] Lifecycle & Factory
public static Displacement GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
@@ -45,21 +50,65 @@ namespace Ichni.RhythmGame
positionY.UpdateFlexibleFloat(songTime);
positionZ.UpdateFlexibleFloat(songTime);
if (forceUpdate || positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
bool isMiddleExecuting = positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
{
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
// 首帧合并退让保护
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var d in ActiveDisplacements)
{
if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (d.positionX.isSwitchingReturnType || d.positionY.isSwitchingReturnType || d.positionZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
}
else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
else if (isSwitching)
{
//animationReturnType = FlexibleReturnType.MiddleExecuting;
//Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
//targetTransformSubmodule.positionOffset += currentPosition;
//targetTransformSubmodule.positionDirtyMark = true;
// 最终帧补偿机制
bool isAnyOtherExecuting = false;
foreach (var d in ActiveDisplacements)
{
if (d != this && d.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (d.positionX.returnType is FlexibleReturnType.MiddleExecuting ||
d.positionY.returnType is FlexibleReturnType.MiddleExecuting ||
d.positionZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
}
else
{