Files
SoulliesOfficial 7580c4d87c 大更
2026-03-14 03:13:10 -04:00

83 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 在轨道上根据百分比进行运动的点
/// </summary>
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
{
#region [] Essential Configs
public Track track;
public FlexibleFloat trackPercent;
#endregion
#region [] Calculated & Cached States
public SplinePositioner trackPositioner;
#endregion
#region [] Submodules
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
#endregion
#region [] Lifecycle & Factory
public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point =
LeanPool.Spawn(GameManager.Instance.basePrefabs.trackPercentPoint, track.transform).GetComponent<TrackPercentPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated, track);
point.track = track;
point.trackPositioner = point.gameObject.GetComponent<SplinePositioner>();
point.trackPositioner.spline = track.trackPathSubmodule.path;
point.trackPercent = trackPercent;
point.trackPositioner.motion.applyRotation = false;
return point;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
public override void AfterInitialize()
{
GameManager.Instance.trackManager.RegisterPercentPoint(this);
base.AfterInitialize();
}
#endregion
#region [] Main Update
public void ManualUpdate(float currentSongTime)
{
if (trackPercent.animations.Count > 0)
{
trackPercent.UpdateFlexibleFloat(currentSongTime);
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
{
float finalValue = trackPercent.value;
if (finalValue > 1 && finalValue > Mathf.Floor(finalValue)) finalValue -= Mathf.Floor(finalValue);
trackPositioner.SetPercent(finalValue);
}
if (trackPercent.returnType == FlexibleReturnType.After)
{
trackPositioner.SetPercent(1);
GameManager.Instance.trackManager.UnregisterPercentPoint(this);
}
}
}
#endregion
}
}