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

@@ -11,8 +11,14 @@ namespace Ichni.RhythmGame
#region [] Exposed Fields & References
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat scaleX, scaleY, scaleZ;
// 静态跟踪全局激活的Scale组件为了方便同物体的跨动画状态感应
public static HashSet<Scale> ActiveScales = new HashSet<Scale>();
#endregion
protected void OnEnable() { ActiveScales.Add(this); }
protected void OnDisable() { ActiveScales.Remove(this); }
#region [] Lifecycle & Factory
public static Scale GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
@@ -49,21 +55,65 @@ namespace Ichni.RhythmGame
scaleY.UpdateFlexibleFloat(songTime);
scaleZ.UpdateFlexibleFloat(songTime);
if (forceUpdate || scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
bool isMiddleExecuting = scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting;
bool isSwitching = scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType;
if (forceUpdate || isMiddleExecuting)
{
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
// 检查是否是刚开始的第一帧,且有其它同类动画正在收尾(避免两帧叠加导致 ScaleX2
bool shouldSkipFirstFrame = false;
if (!forceUpdate && isSwitching)
{
foreach (var s in ActiveScales)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.scaleX.isSwitchingReturnType || s.scaleY.isSwitchingReturnType || s.scaleZ.isSwitchingReturnType)
{
shouldSkipFirstFrame = true;
break;
}
}
}
}
if (!shouldSkipFirstFrame)
{
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
}
}
else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
else if (isSwitching)
{
//animationReturnType = FlexibleReturnType.MiddleExecuting;
//Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
//targetTransformSubmodule.scaleOffset += currentScale;
//targetTransformSubmodule.scaleDirtyMark = true;
// 【收尾保护】如果这个动画是附着物体的“最后的动画”的结束,额外更新彻底将其设为终定值
bool isAnyOtherExecuting = false;
foreach (var s in ActiveScales)
{
if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule)
{
if (s.scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
s.scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
s.scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
{
isAnyOtherExecuting = true;
break;
}
}
}
if (!isAnyOtherExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting; // 使系统认为有有效活动
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
}
}
else
{