112 lines
4.2 KiB
C#
112 lines
4.2 KiB
C#
using System.Collections;
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using Convention;
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using Convention.WindowsUI.Variant;
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using Dreamteck.Splines;
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using UnityEngine;
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namespace Demo.Game
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{
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public class SplineMovement : BasicSplineJustFollow
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{
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public static SplineMovement Make()
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{
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return new GameObject().AddComponent<SplineMovement>();
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}
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private SplineRenderer MySplineRenderer;
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/// <summary>
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/// 设置为仅跟随,将会被动的跟随spline运动,
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/// 这在多个脚本都绑定在同一个spline计算核心上时非常有用
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/// </summary>
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[Content, SerializeField] private bool IsJustFollow = false;
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[Content, SerializeField] private double Cache = 0;
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protected override void UpdateData(float data)
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{
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Cache = MySplineCore.MySplineComputer.Evaluate(data).percent;
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UpdateTarget.transform.position = MySplineCore.MySplineComputer.EvaluatePosition(data);
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}
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private SceneGameWindow SceneStats;
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public override IEnumerator LoadScript(string script)
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{
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SceneStats = FindObjectOfType<SceneGameWindow>();
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yield return base.LoadScript(script);
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if (GetRoot().RootGameController.IsHideTrackRender == false)
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{
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if (MySplineCore == null)
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yield break;
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var splineGameObject = MySplineCore.gameObject;
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splineGameObject.GetOrAddComponent<MeshFilter>();
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var meshRenderer = splineGameObject.GetOrAddComponent<MeshRenderer>();
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meshRenderer.enabled = true;
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meshRenderer.material = Resources.Load<Material>("Line/Dash");
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MySplineRenderer = splineGameObject.AddComponent<SplineRenderer>();
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MySplineRenderer.spline = MySplineCore.MySplineComputer;
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MySplineRenderer.uvMode = MeshGenerator.UVMode.UniformClip;
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MySplineRenderer.Rebuild();
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}
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}
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protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
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{
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base.UpdateTicks(currentTime, deltaTime, tickType);
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if (GetRoot().RootGameController.IsHideTrackRender == false)
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{
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if (IsJustFollow == false)
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{
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if (SceneStats.IsSelectSceneCamera || tickType == TickType.Pause || tickType == TickType.Reset)
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{
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MySplineCore.gameObject.GetComponent<MeshRenderer>().enabled = true;
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MySplineCore.gameObject.GetComponent<SplineRenderer>().Rebuild();
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}
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else if (tickType == TickType.Start)
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{
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MySplineCore.gameObject.GetComponent<MeshRenderer>().enabled = false;
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}
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//不为跟随模式时,需要自己更新clip
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if (tickType == TickType.Update || tickType == TickType.Reset)
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{
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MySplineRenderer.clipFrom = Cache;
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}
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}
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else
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{
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}
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}
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}
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public override IEnumerator UnloadScript()
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{
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if (GetRoot().RootGameController.IsHideTrackRender == false)
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{
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var splineGameObject = MySplineCore.gameObject;
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Destroy(splineGameObject.GetComponent<SplineRenderer>());
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Destroy(splineGameObject.GetComponent<MeshRenderer>());
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Destroy(splineGameObject.GetComponent<MeshFilter>());
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MySplineCore = null;
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MySplineRenderer = null;
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}
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yield return base.UnloadScript();
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}
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/// <summary>
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/// 设置为仅跟随,将会被动的跟随spline运动,
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/// 这在多个脚本都绑定在同一个spline计算核心上时非常有用
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/// </summary>
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[ScriptableCall(@"
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<summary>
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设置为仅跟随,将会被动的跟随spline运动,
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这在多个脚本都绑定在同一个spline计算核心上时非常有用
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</summary>
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")]
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public void JustFollow()
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{
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IsJustFollow = true;
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}
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}
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}
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