Files
Convention-Unity-Demo/Assets/Scripts/Framework/Updatement.cs

210 lines
7.6 KiB
C#

using Convention;
using Demo.Editor.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
namespace Demo.Game
{
public abstract class Updatement<DataType> : TimelineScriptObject where DataType : struct
{
[Serializable]
public class UpdatementEntry
{
public float TimePoint = 0;
public DataType Position = default;
public MathExtension.EaseCurveType easeCurveType = MathExtension.EaseCurveType.Linear;
}
[Serializable]
public struct UpdatementCompiledEntries: IDisposable
{
public NativeArray<float> TimePoints;
public NativeArray<DataType> Positions;
public NativeArray<MathExtension.EaseCurveType> EaseCurveTypes;
public readonly int Count;
public UpdatementCompiledEntries(NativeArray<float> timePoints,
NativeArray<DataType> positions,
NativeArray<MathExtension.EaseCurveType> easeCurveTypes,
int count)
{
TimePoints = timePoints;
Positions = positions;
EaseCurveTypes = easeCurveTypes;
Count = count;
}
public void Dispose()
{
if (TimePoints.IsCreated)
TimePoints.Dispose();
if (Positions.IsCreated)
Positions.Dispose();
if (EaseCurveTypes.IsCreated)
EaseCurveTypes.Dispose();
}
}
public int Content = 0;
private readonly List<UpdatementEntry> Entries = new();
public UpdatementCompiledEntries CompiledEntries;
protected abstract void UpdateData(DataType data);
protected abstract DataType Lerp(DataType begin, DataType end, float t);
/// <summary>
/// 添加数据
/// </summary>
/// <param name="time"></param>
/// <param name="position"></param>
/// <param name="curveType"></param>
public void ManualAddEntry(float time, DataType position, MathExtension.EaseCurveType curveType)
{
Entries.Add(new()
{
TimePoint = time,
Position = position,
easeCurveType = curveType
});
}
private void BuildupCompiledEntriesAndReleaseEntries()
{
Entries.Sort((x, y) => x.TimePoint.CompareTo(y.TimePoint));
CompiledEntries = new(
new NativeArray<float>(Entries.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
new NativeArray<DataType>(Entries.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
new NativeArray<MathExtension.EaseCurveType>(Entries.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
Entries.Count
);
int index = 0;
foreach (var item in Entries)
{
CompiledEntries.TimePoints[index] = item.TimePoint;
CompiledEntries.Positions[index] = item.Position;
CompiledEntries.EaseCurveTypes[index] = item.easeCurveType;
index++;
}
Entries.Clear();
}
private void UpdateEntry(int start, float percent)
{
int head = start;
int tail = Mathf.Min(start + 1, CompiledEntries.Count - 1);
UpdateData(Lerp(CompiledEntries.Positions[start],
CompiledEntries.Positions[tail],
MathExtension.Evaluate(Mathf.Clamp01(percent), CompiledEntries.EaseCurveTypes[head])));
}
protected override IEnumerator DoSomethingDuringApplyScript()
{
yield return base.DoSomethingDuringApplyScript();
BuildupCompiledEntriesAndReleaseEntries();
if (UpdateTarget == null)
{
UpdateTarget = Parent.gameObject;
}
}
public override void ResetEnterGameStatus()
{
base.ResetEnterGameStatus();
if (CompiledEntries.Count <= 1)
return;
UpdateEntry(0, 0);
}
public override IEnumerator UnloadScript()
{
Content = 0;
CompiledEntries = default;
yield return base.UnloadScript();
}
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{
base.UpdateTicks(currentTime, deltaTime, tickType);
float GetPercentValue()
{
if (Content + 1 == CompiledEntries.Count)
return 1;
return (currentTime - CompiledEntries.TimePoints[Content]) / (CompiledEntries.TimePoints[Content + 1] - CompiledEntries.TimePoints[Content]);
}
if (CompiledEntries.Count <= 1)
return;
switch (tickType)
{
case TickType.Reset:
case TickType.Start:
{
Content = 0;
while (Content + 1 < CompiledEntries.Count && CompiledEntries.TimePoints[Content + 1] < currentTime)
Content++;
UpdateEntry(Content, GetPercentValue());
}
break;
default:
if (CompiledEntries.TimePoints[0] > currentTime)
return;
if (Content + 1 < CompiledEntries.Count && CompiledEntries.TimePoints[Content + 1] < currentTime)
Content++;
if (Content + 1 > CompiledEntries.Count)
return;
UpdateEntry(Content, GetPercentValue());
break;
}
}
public DataType Evaluate(float time)
{
if (CompiledEntries.Count == 0)
return default;
if (CompiledEntries.Count == 1)
return CompiledEntries.Positions[0];
if (time < CompiledEntries.TimePoints[0])
return CompiledEntries.Positions[0];
for (int i = 1; i < CompiledEntries.Count; i++)
{
if (CompiledEntries.TimePoints[i - 1] <= time && CompiledEntries.TimePoints[i] > time)
{
return Lerp(CompiledEntries.Positions[i - 1], CompiledEntries.Positions[i],
(time - CompiledEntries.TimePoints[i - 1]) / (CompiledEntries.TimePoints[i] - CompiledEntries.TimePoints[i - 1]));
}
}
return CompiledEntries.Positions[^1];
}
[Content] public GameObject UpdateTarget;
/// <summary>
/// 设置更新对象
/// </summary>
[Convention.RScript.Variable.Attr.Method]
public void SetUpdateTarget(ScriptableObject target)
{
UpdateTarget = target.gameObject;
}
/// <summary>
///
/// </summary>
/// <param name="item">实例在父类中控制</param>
protected override void SetupTimelineItem(TimelineItem item)
{
if (CompiledEntries.Count == 0)
return;
item.SetupDuration(new(CompiledEntries.TimePoints[0], CompiledEntries.TimePoints[^1]), GetTimelineItemColor());
}
private void OnDestroy()
{
CompiledEntries.Dispose();
}
}
}