HartoukChartEditor/Assets/Script/PlayObject/Slider/DataFlowUnit.cs

244 lines
7.0 KiB
C#
Raw Normal View History

using UnityEngine;
public class DataFlowUnit : MonoBehaviour
{
protected Transform _transform;
protected Transform _rendererTransform;
protected Transform _anchorPointTransform;
public RuntimeSnakeData SelfRef;
//<2F><>βλ<CEB2><CEBB>
private float _UnitStartPointXPos;
private float _UnitStartPointYPos;
private float _UnitEndPointXPos;
private float _UnitEndPointYPos;
//<2F><>ʼʱ<CABC><CAB1>
private float _UnitStartTime;
private float _UnitEndTime;
SongInformationContainer _songInformation;
BPMGroup _BPMGroup;
/// <summary>
/// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>IJ<EFBFBD>ֵ
/// </summary>
private float currentTimeInterval
{
get
{
if(_UnitEndTime - _songInformation.SongCurrentTime >= 0)
{
return _UnitEndTime - _songInformation.SongCurrentTime;
}
else return -(_UnitEndTime -_songInformation.SongCurrentTime);
}
}
/// <summary>
/// <20><>ʼʱ<CABC><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>IJ<EFBFBD>ֵ
/// </summary>
private float timeInterval
{
get { return _UnitEndTime - _UnitStartTime; }
}
/// <summary>
/// ʹ<><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԭ<EFBFBD><D4AD>,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮<EFBFBD><D6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>ֵ
///
/// </summary>
public Vector3 _startPoint
{
get
{
//Ŀǰʱ<C7B0><EFBFBD><E4B4A6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD>,
if (_songInformation.SongCurrentTime < _UnitEndTime && _songInformation.SongCurrentTime >= _UnitStartTime)
{
return new(
_UnitEndPointXPos - currentTimeInterval * (_UnitEndPointXPos - _UnitStartPointXPos) / timeInterval,
_UnitEndPointYPos - currentTimeInterval * (_UnitEndPointYPos - _UnitStartPointYPos) / timeInterval,
0
);
}
//<2F><><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>غ<EFBFBD>
if (_songInformation.SongCurrentTime >= _UnitEndTime)
{
return _endPoint;
}
//<2F>ڿ<EFBFBD>ʼʱ<CABC><EFBFBD><E4BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
return new(
_UnitStartPointXPos,
_UnitStartPointYPos,
_BPMGroup.CurrentNoteSpeed * (_UnitStartTime - _songInformation.SongCurrentTime)
);
}
}
private Vector3 _endPoint
{
get
{
return new(
_UnitEndPointXPos,
_UnitEndPointYPos,
_BPMGroup.CurrentNoteSpeed * (_UnitEndTime - _songInformation.SongCurrentTime)
);
}
}
#region Mesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
private MeshFilter _rendererMeshFilter;
private int[] _triangles = new int[]
{
//front
2,1,0,
0,3,2,
//left
4,5,6,
4,6,7,
//back
9,11,8,
9,10,11,
//right
12,13,14,
12,14,15,
//up
16,17,18,
16,18,19,
//buttom
21,23,22,
21,20,23,
};
private Vector2[] _uvs = new Vector2[]
{
// Front
new Vector2(1.0f, 0.0f),
new Vector2(1.0f, 1.0f),
new Vector2(1.0f, 0.0f),
new Vector2(0.0f, 0.0f),
// Left
new Vector2(1.0f, 1.0f),
new Vector2(0.0f, 1.0f),
new Vector2(0.0f, 0.0f),
new Vector2(1.0f, 0.0f),
// Back
new Vector2(1.0f, 0.0f),
new Vector2(1.0f, 1.0f),
new Vector2(1.0f, 0.0f),
new Vector2(0.0f, 0.0f),
// Right
new Vector2(1.0f, 1.0f),
new Vector2(0.0f, 1.0f),
new Vector2(0.0f, 0.0f),
new Vector2(1.0f, 0.0f),
//// Top
new Vector2(0.0f, 0.0f),
new Vector2(1.0f, 0.0f),
new Vector2(1.0f, 1.0f),
new Vector2(0.0f, 1.0f),
// Bottom
new Vector2(0.0f, 0.0f),
new Vector2(1.0f, 0.0f),
new Vector2(1.0f, 1.0f),
new Vector2(0.0f, 1.0f),
};
private Vector3[] _vertex = new Vector3[24];
private float _unitWidth = 0.4f;
#endregion
public DataFlowUnitAnchorController _anchorController;
void Awake()
{
_transform = gameObject.GetComponent<Transform>();
_rendererMeshFilter = _transform.Find("Renderer").GetComponent<MeshFilter>();
_rendererTransform = _transform.Find("Renderer").GetComponent<Transform>();
_anchorPointTransform = _transform.Find("HeadAnchorPoint").GetComponent<Transform>();
//<2F><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ýű<C3BD>
_anchorController = _anchorPointTransform.gameObject.GetComponent<DataFlowUnitAnchorController>();
//<2F><>mesh<73><68><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>̬
_rendererMeshFilter.mesh.MarkDynamic();
}
void Update()
{
//<2F><>Ⱦ<EFBFBD><C8BE><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD>,<2C><><EFBFBD><EFBFBD>Mesh<73>Լ<EFBFBD><D4BC>ж<EFBFBD><D0B6><EFBFBD>
UpdateRenderer(_songInformation.SongCurrentTime);
UpdateAnchorPoint(_songInformation.SongCurrentTime);
if (Input.GetKeyDown(KeyCode.A)&& _songInformation.SongCurrentTime>=_UnitStartTime)
{
Debug.Log(this.ToString());
}
}
public override string ToString()
{
return
$"<22><>ʼʱ<CABC><CAB1>{_UnitStartTime}\n"+
$"<22><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>{_UnitEndTime}\n"+
$"Ŀǰ<C4BF><C7B0>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>{_startPoint}\n" +
$"Ŀǰ<C4BF><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>{_endPoint}";
}
/// <summary>
/// <20><><EFBFBD>ڸ<EFBFBD><DAB8><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
/// </summary>
void UpdateRenderer(float currentTime)
{
_rendererMeshFilter.mesh.Clear();
_rendererMeshFilter.mesh = MeshEditor.DrawMeshByCoordinates(_rendererMeshFilter.mesh, _vertex, _triangles, _uvs, _startPoint, _endPoint, _unitWidth);
//<2F><><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɷ<EFBFBD>Χʱ,<2C><><EFBFBD><EFBFBD>Ϊ<EFBFBD>ر<EFBFBD>״̬<D7B4><CCAC><EFBFBD>ҷ<EFBFBD><D2B7><EFBFBD>
if (currentTime > _UnitEndTime)
{
_rendererTransform.gameObject.SetActive(false);
return;
}
_rendererTransform.gameObject.SetActive(true);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
/// </summary>
void UpdateAnchorPoint(float currentTime)
{
_anchorPointTransform.position = new Vector3(_startPoint.x, _startPoint.y, 0);
//<2F><><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɷ<EFBFBD>Χʱ,<2C><><EFBFBD><EFBFBD>Ϊ<EFBFBD>ر<EFBFBD>״̬<D7B4><CCAC><EFBFBD>ҷ<EFBFBD><D2B7><EFBFBD>
if (currentTime < _UnitStartTime - _BPMGroup.InitializeOffset || currentTime > _UnitEndTime)
{
_anchorPointTransform.gameObject.SetActive(false);
return;
}
//<2F><><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><D4BC>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>ʱ,<2C><><EFBFBD><EFBFBD>
if (_anchorPointTransform.gameObject.activeSelf == true)
{
return;
}
_anchorPointTransform.gameObject.SetActive(true);
}
public void Init(Vector2 startPoint, Vector2 endPoint, float startTime, float endTime, float width, SongInformationContainer container, BPMGroup timing)
{
//<2F><>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>
_UnitStartPointXPos = startPoint.x;
_UnitStartPointYPos = startPoint.y;
_UnitEndPointXPos = endPoint.x;
_UnitEndPointYPos = endPoint.y;
//<2F><><EFBFBD><EFBFBD><EFBFBD>Ը<EFBFBD>ֵ
_unitWidth = width;
_songInformation = container;
//<2F><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
_UnitStartTime = startTime;
_UnitEndTime = endTime;
_anchorPointTransform.gameObject.SetActive(false);
_BPMGroup = timing;
Debug.Log(SelfRef);
_anchorController.SetSelfRef(SelfRef);
}
}