HartoukChartEditor/Assets/Script/PlayObject/DataFlowUnit.cs

233 lines
6.6 KiB
C#

using UnityEngine;
using UnityEngine.UIElements;
public class DataFlowUnit : MonoBehaviour
{
protected Transform _transform;
protected Transform _rendererTransform;
protected Transform _anchorPointTransform;
//首尾位置
[SerializeField] private float _startPointXPos;
[SerializeField] private float _startPointYPos;
[SerializeField] private float _endPointXPos;
[SerializeField] private float _endPointYPos;
//起始时间
[SerializeField] private float _startTime;
[SerializeField] private float _endTime;
SongInformationContainer _songInformation;
BPMGroup _BPMGroup;
/// <summary>
/// 现在时间与结束点时间的差值
/// </summary>
private float currentTimeInterval
{
get
{
if(_endTime - _songInformation.SongCurrentTime >= 0)
{
return _endTime - _songInformation.SongCurrentTime;
}
else return -(_endTime -_songInformation.SongCurrentTime);
}
}
/// <summary>
/// 开始时间与结束时间的差值
/// </summary>
private float timeInterval
{
get { return _endTime - _startTime; }
}
/// <summary>
/// 使用相似三角形原理,对两点之间进行随时间的线性插值
///
/// </summary>
public Vector3 _startPoint
{
get
{
//目前时间处于两点中间,
if (_songInformation.SongCurrentTime < _endTime && _songInformation.SongCurrentTime >= _startTime)
{
return new(
_endPointXPos - currentTimeInterval * (_endPointXPos - _startPointXPos) / timeInterval,
_endPointYPos - currentTimeInterval * (_endPointYPos - _startPointYPos) / timeInterval,
0
);
}
//最后应该与结束点重合
if (_songInformation.SongCurrentTime >= _endTime)
{
return _endPoint;
}
//在开始时间还大于现在时间的情况下
return new(
_startPointXPos,
_startPointYPos,
_BPMGroup.CurrentNoteSpeed * (_startTime - _songInformation.SongCurrentTime)
);
}
}
private Vector3 _endPoint
{
get
{
return new(
_endPointXPos,
_endPointYPos,
_BPMGroup.CurrentNoteSpeed * (_endTime - _songInformation.SongCurrentTime)
);
}
}
#region Mesh相关字段
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 _width = 0.4f;
#endregion
void Awake()
{
_transform = gameObject.GetComponent<Transform>();
_rendererMeshFilter = _transform.Find("Renderer").GetComponent<MeshFilter>();
_rendererTransform = _transform.Find("Renderer").GetComponent<Transform>();
_anchorPointTransform = _transform.Find("HeadAnchorPoint").GetComponent<Transform>();
//将mesh标记为动态
_rendererMeshFilter.mesh.MarkDynamic();
}
void Update()
{
//渲染层的更新,包括Mesh以及判定点
UpdateRenderer(_songInformation.SongCurrentTime);
UpdateAnchorPoint(_songInformation.SongCurrentTime);
if (Input.GetKeyDown(KeyCode.A)&& _songInformation.SongCurrentTime>=_startTime)
{
Debug.Log(this.ToString());
}
}
public override string ToString()
{
return
$"开始时间{_startTime}\n"+
$"结束时间{_endTime}\n"+
$"目前开始点的位置{_startPoint}\n" +
$"目前结束点的位置{_endPoint}";
}
/// <summary>
/// 用于更新渲染层
/// </summary>
void UpdateRenderer(float currentTime)
{
_rendererMeshFilter.mesh.Clear();
_rendererMeshFilter.mesh = MeshEditor.DrawMeshByCoordinates(_rendererMeshFilter.mesh, _vertex, _triangles, _uvs, _startPoint, _endPoint, _width);
//处于不生成生成范围时,调整为关闭状态并且返回
if (currentTime > _endTime)
{
_rendererTransform.gameObject.SetActive(false);
return;
}
_rendererTransform.gameObject.SetActive(true);
}
/// <summary>
/// 更新头部定位点的位置
/// </summary>
void UpdateAnchorPoint(float currentTime)
{
_anchorPointTransform.position = new Vector3(_startPoint.x, _startPoint.y, 0);
//处于不生成生成范围时,调整为关闭状态并且返回
if (currentTime < _startTime - _BPMGroup.InitializeOffset || currentTime > _endTime)
{
_anchorPointTransform.gameObject.SetActive(false);
return;
}
//发现自己已经开启时,返回
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)
{
//赋值坐标
_startPointXPos = startPoint.x;
_startPointYPos = startPoint.y;
_endPointXPos = endPoint.x;
_endPointYPos = endPoint.y;
//给属性赋值
_width = width;
_songInformation = container;
//获得时间
_startTime = startTime;
_endTime = endTime;
_anchorPointTransform.gameObject.SetActive(false);
_BPMGroup = timing;
}
}