Files
crtr/Assets/Cryville/Crtr/Skin/Components/SkinAnimation.cs

88 lines
2.4 KiB
C#

using Cryville.Common;
using System;
using UnityEngine;
namespace Cryville.Crtr.Skin.Components {
public class SkinAnimation : SkinComponent {
public SkinAnimation() {
SubmitProperty("name", new PropOp.Identifier(v => Name = v));
SubmitProperty("duration", new PropOp.Float(v => Duration = v));
SubmitProperty("iteration", new PropOp.Float(v => Iteration = v));
SubmitProperty("direction", new PropOp.Enum<AnimationDirection>(v => Direction = v, v => (AnimationDirection)v));
SubmitProperty("delay", new PropOp.Float(v => Delay = v));
Iteration = 1;
}
SkinContext _skinContext;
Transform _writeTransform;
AnimationSpan _anim;
int _name;
public int Name {
set {
if (_name == value) return;
_name = value;
if (value == 0) {
_anim = null;
}
else {
var id = new Identifier(value);
if (!ChartPlayer.pskin.animations.TryGetValue(id, out AnimationSpan anim)) {
Game.MainLogger.Log(4, "Skin", "Animation {0} not found", id.Name);
_anim = null;
return;
}
_anim = anim;
}
}
}
public float Duration { get; private set; }
public float Iteration { get; private set; }
public AnimationDirection Direction { get; private set; }
public float Delay { get; private set; }
double _startTime;
public override void Init() {
_skinContext = new SkinContext(transform);
}
public override void Rewind(double time, Transform target) {
_startTime = time;
if (target == null) target = transform;
_writeTransform = target;
}
public override void Tick(SkinContainer c, double time) {
float _rtime = (float)(time - _startTime - Delay) / Duration;
if (_rtime < 0) _rtime = 0;
else if (_rtime > Iteration) {
if (Direction.HasFlag(AnimationDirection.alternate)) {
_rtime = Iteration % 2;
if (_rtime > 1) _rtime = 2 - _rtime;
}
else {
_rtime = Iteration % 1;
if (_rtime == 0) _rtime = 1;
}
}
else {
if (Direction.HasFlag(AnimationDirection.alternate)) {
_rtime %= 2;
if (_rtime > 1) _rtime = 2 - _rtime;
}
else {
_rtime %= 1;
}
}
if (Direction.HasFlag(AnimationDirection.reverse)) _rtime = 1 - _rtime;
if (_anim != null) c.MatchAnimation(_anim, _rtime, new RuntimeSkinContext(_skinContext, _writeTransform));
}
protected override void OnDestroy() { }
}
[Flags]
public enum AnimationDirection {
normal = 0,
reverse = 1,
alternate = 2,
}
}