同步
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38
Assets/Scripts/Game/Base/UpdatePhase.cs
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38
Assets/Scripts/Game/Base/UpdatePhase.cs
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 集中式更新调度器的阶段定义。
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/// 每帧按数值升序执行,保证严格的依赖顺序:
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/// 动画先于变换应用 → 变换先于 Spline 重建 → 轨道先于音符。
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/// 数值留有间隔,便于未来插入新阶段。
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/// </summary>
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public enum UpdatePhase
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{
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/// <summary>判定元素激活/隐藏状态</summary>
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TimeDuration = 0,
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/// <summary>更新动画值,设置脏标记</summary>
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Animation = 10,
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/// <summary>执行 DirtyRefresh + Transform + Color</summary>
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Apply = 20,
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/// <summary>手动重建 Dreamteck SplineComputer;同时执行 LookAt 等 Transform 后处理覆盖</summary>
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SplineRebuild = 30,
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/// <summary>更新轨道时间、裁剪区间</summary>
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TrackCore = 40,
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/// <summary>更新轨道跟踪器(CrossTrackPoint / HeadPoint / PercentPoint 等)</summary>
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TrackFollower = 50,
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/// <summary>音符可见性、轨道位置、判定、特效</summary>
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Note = 60,
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/// <summary>ParticleEmitter / TimeEffectsCollection / ParticleTracker 等特效</summary>
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Effect = 70,
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/// <summary>SkyboxSubsetter / LowPriorityActions 等杂项</summary>
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Misc = 80
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}
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}
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