using System; using System.Collections; using System.Collections.Generic; using Ichni.RhythmGame.Beatmap; using Lean.Pool; using UnityEngine; namespace Ichni.RhythmGame { public partial class Swirl : AnimationBase { #region [暴露属性字段与关联] Exposed Fields & References private TransformSubmodule targetTransformSubmodule; public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ; public static HashSet ActiveSwirls = new HashSet(); #endregion protected void OnEnable() { ActiveSwirls.Add(this); } protected void OnDisable() { ActiveSwirls.Remove(this); } #region [生命周期与工厂] Lifecycle & Factory public static Swirl GenerateElement(string elementName, Guid id, List tags, bool isFirstGenerated, GameElement animatedObject, FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ) { Swirl swirl = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent(); swirl.Initialize(elementName, id, tags, isFirstGenerated, animatedObject); swirl.animatedObject = animatedObject; swirl.eulerAngleX = eulerAngleX; swirl.eulerAngleY = eulerAngleY; swirl.eulerAngleZ = eulerAngleZ; swirl.animationReturnType = FlexibleReturnType.Before; swirl.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule; return swirl; } #endregion #region [核心动画逻辑] Core Animation Logic protected override void UpdateAnimation(float songTime, bool forceUpdate) { eulerAngleX.UpdateFlexibleFloat(songTime); eulerAngleY.UpdateFlexibleFloat(songTime); eulerAngleZ.UpdateFlexibleFloat(songTime); bool isMiddleExecuting = eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting; bool isSwitching = eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType; if (forceUpdate || isMiddleExecuting) { if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting; // 首帧合并退让保护 bool shouldSkipFirstFrame = false; if (!forceUpdate && isSwitching) { foreach (var s in ActiveSwirls) { if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule) { if (s.eulerAngleX.isSwitchingReturnType || s.eulerAngleY.isSwitchingReturnType || s.eulerAngleZ.isSwitchingReturnType) { shouldSkipFirstFrame = true; break; } } } } if (!shouldSkipFirstFrame) { Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value); targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles; targetTransformSubmodule.eulerAnglesDirtyMark = true; } } else if (isSwitching) { // 最终帧补偿机制 bool isAnyOtherExecuting = false; foreach (var s in ActiveSwirls) { if (s != this && s.targetTransformSubmodule == this.targetTransformSubmodule) { if (s.eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || s.eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || s.eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting) { isAnyOtherExecuting = true; break; } } } if (!isAnyOtherExecuting) { animationReturnType = FlexibleReturnType.MiddleExecuting; Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value); targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles; targetTransformSubmodule.eulerAnglesDirtyMark = true; } } else { animationReturnType = FlexibleReturnType.MiddleInterval; } } public override void ApplyTimeOffset(float offset) { base.ApplyTimeOffset(offset); eulerAngleX.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); eulerAngleY.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); eulerAngleZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); } #endregion } }