244 lines
7.0 KiB
C#
244 lines
7.0 KiB
C#
using UnityEngine;
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public class DataFlowUnit : MonoBehaviour
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{
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protected Transform _transform;
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protected Transform _rendererTransform;
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protected Transform _anchorPointTransform;
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public RuntimeSnakeData SelfRef;
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//首尾位置
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private float _UnitStartPointXPos;
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private float _UnitStartPointYPos;
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private float _UnitEndPointXPos;
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private float _UnitEndPointYPos;
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//起始时间
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private float _UnitStartTime;
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private float _UnitEndTime;
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SongInformationContainer _songInformation;
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BPMGroup _BPMGroup;
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/// <summary>
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/// 现在时间与结束点时间的差值
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/// </summary>
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private float currentTimeInterval
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{
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get
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{
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if(_UnitEndTime - _songInformation.SongCurrentTime >= 0)
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{
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return _UnitEndTime - _songInformation.SongCurrentTime;
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}
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else return -(_UnitEndTime -_songInformation.SongCurrentTime);
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}
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}
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/// <summary>
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/// 开始时间与结束时间的差值
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/// </summary>
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private float timeInterval
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{
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get { return _UnitEndTime - _UnitStartTime; }
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}
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/// <summary>
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/// 使用相似三角形原理,对两点之间进行随时间的线性插值
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///
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/// </summary>
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public Vector3 _startPoint
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{
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get
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{
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//目前时间处于两点中间,
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if (_songInformation.SongCurrentTime < _UnitEndTime && _songInformation.SongCurrentTime >= _UnitStartTime)
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{
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return new(
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_UnitEndPointXPos - currentTimeInterval * (_UnitEndPointXPos - _UnitStartPointXPos) / timeInterval,
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_UnitEndPointYPos - currentTimeInterval * (_UnitEndPointYPos - _UnitStartPointYPos) / timeInterval,
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0
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);
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}
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//最后应该与结束点重合
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if (_songInformation.SongCurrentTime >= _UnitEndTime)
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{
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return _endPoint;
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}
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//在开始时间还大于现在时间的情况下
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return new(
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_UnitStartPointXPos,
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_UnitStartPointYPos,
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_BPMGroup.CurrentNoteSpeed * (_UnitStartTime - _songInformation.SongCurrentTime)
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);
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}
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}
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private Vector3 _endPoint
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{
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get
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{
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return new(
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_UnitEndPointXPos,
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_UnitEndPointYPos,
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_BPMGroup.CurrentNoteSpeed * (_UnitEndTime - _songInformation.SongCurrentTime)
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);
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}
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}
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#region Mesh相关字段
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private MeshFilter _rendererMeshFilter;
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private int[] _triangles = new int[]
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{
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//front
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2,1,0,
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0,3,2,
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//left
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4,5,6,
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4,6,7,
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//back
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9,11,8,
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9,10,11,
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//right
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12,13,14,
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12,14,15,
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//up
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16,17,18,
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16,18,19,
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//buttom
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21,23,22,
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21,20,23,
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};
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private Vector2[] _uvs = new Vector2[]
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{
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// Front
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new Vector2(1.0f, 0.0f),
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new Vector2(1.0f, 1.0f),
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new Vector2(1.0f, 0.0f),
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new Vector2(0.0f, 0.0f),
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// Left
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new Vector2(1.0f, 1.0f),
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new Vector2(0.0f, 1.0f),
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new Vector2(0.0f, 0.0f),
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new Vector2(1.0f, 0.0f),
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// Back
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new Vector2(1.0f, 0.0f),
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new Vector2(1.0f, 1.0f),
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new Vector2(1.0f, 0.0f),
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new Vector2(0.0f, 0.0f),
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// Right
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new Vector2(1.0f, 1.0f),
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new Vector2(0.0f, 1.0f),
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new Vector2(0.0f, 0.0f),
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new Vector2(1.0f, 0.0f),
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//// Top
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new Vector2(0.0f, 0.0f),
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new Vector2(1.0f, 0.0f),
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new Vector2(1.0f, 1.0f),
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new Vector2(0.0f, 1.0f),
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// Bottom
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new Vector2(0.0f, 0.0f),
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new Vector2(1.0f, 0.0f),
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new Vector2(1.0f, 1.0f),
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new Vector2(0.0f, 1.0f),
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};
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private Vector3[] _vertex = new Vector3[24];
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private float _unitWidth = 0.4f;
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#endregion
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public DataFlowUnitAnchorController _anchorController;
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void Awake()
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{
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_transform = gameObject.GetComponent<Transform>();
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_rendererMeshFilter = _transform.Find("Renderer").GetComponent<MeshFilter>();
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_rendererTransform = _transform.Find("Renderer").GetComponent<Transform>();
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_anchorPointTransform = _transform.Find("HeadAnchorPoint").GetComponent<Transform>();
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//由于锚点是独立于物件存在的,所以需要额外设置脚本
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_anchorController = _anchorPointTransform.gameObject.GetComponent<DataFlowUnitAnchorController>();
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//将mesh标记为动态
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_rendererMeshFilter.mesh.MarkDynamic();
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}
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void Update()
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{
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//渲染层的更新,包括Mesh以及判定点
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UpdateRenderer(_songInformation.SongCurrentTime);
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UpdateAnchorPoint(_songInformation.SongCurrentTime);
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if (Input.GetKeyDown(KeyCode.A)&& _songInformation.SongCurrentTime>=_UnitStartTime)
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{
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Debug.Log(this.ToString());
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}
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}
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public override string ToString()
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{
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return
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$"开始时间{_UnitStartTime}\n"+
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$"结束时间{_UnitEndTime}\n"+
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$"目前开始点的位置{_startPoint}\n" +
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$"目前结束点的位置{_endPoint}";
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}
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/// <summary>
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/// 用于更新渲染层
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/// </summary>
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void UpdateRenderer(float currentTime)
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{
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_rendererMeshFilter.mesh.Clear();
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_rendererMeshFilter.mesh = MeshEditor.DrawMeshByCoordinates(_rendererMeshFilter.mesh, _vertex, _triangles, _uvs, _startPoint, _endPoint, _unitWidth);
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//处于不生成生成范围时,调整为关闭状态并且返回
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if (currentTime > _UnitEndTime)
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{
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_rendererTransform.gameObject.SetActive(false);
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return;
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}
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_rendererTransform.gameObject.SetActive(true);
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}
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/// <summary>
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/// 更新头部定位点的位置
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/// </summary>
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void UpdateAnchorPoint(float currentTime)
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{
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_anchorPointTransform.position = new Vector3(_startPoint.x, _startPoint.y, 0);
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//处于不生成生成范围时,调整为关闭状态并且返回
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if (currentTime < _UnitStartTime - _BPMGroup.InitializeOffset || currentTime > _UnitEndTime)
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{
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_anchorPointTransform.gameObject.SetActive(false);
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return;
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}
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//发现自己已经开启时,返回
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if (_anchorPointTransform.gameObject.activeSelf == true)
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{
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return;
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}
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_anchorPointTransform.gameObject.SetActive(true);
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}
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public void Init(Vector2 startPoint, Vector2 endPoint, float startTime, float endTime, float width, SongInformationContainer container, BPMGroup timing)
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{
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//赋值坐标
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_UnitStartPointXPos = startPoint.x;
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_UnitStartPointYPos = startPoint.y;
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_UnitEndPointXPos = endPoint.x;
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_UnitEndPointYPos = endPoint.y;
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//给属性赋值
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_unitWidth = width;
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_songInformation = container;
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//获得时间
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_UnitStartTime = startTime;
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_UnitEndTime = endTime;
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_anchorPointTransform.gameObject.SetActive(false);
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_BPMGroup = timing;
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Debug.Log(SelfRef);
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_anchorController.SetSelfRef(SelfRef);
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}
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}
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