上海苏宁宝丽嘉酒店,2020.11.17 15:30改为单机版本,以后合成单机版本可以以此版本为模板
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using AX.MessageSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LinerRotationReplay : MonoBehaviour
{
void Start()
{
MessageDispatcher.AddListener("ReplayEvent", ReplayAgent);
MessageDispatcher.AddListener("PlayStatusChanged", PlayStatusChanged);
}
private void PlayStatusChanged(IMessage obj)
{
var playStatus = ReplaySetting.PlayStatus;
switch (playStatus)
{
case PlayStatus.normal:
pairs.Clear();
break;
case PlayStatus.isReplay:
break;
case PlayStatus.isEditor:
pairs.Clear();
break;
default:
break;
}
}
List<Pair> pairs = new List<Pair>();
private void ReplayAgent(IMessage obj)
{
var eventData = (EventData)obj.Data;
if (eventData.eventType == RecordEventType.LinearData)
{
var data = JsonUtility.FromJson<LinearData>(eventData.json);
if ((LinearEventType)data.LinearEventType != LinearEventType.Rotation)
return;
var data1 = JsonUtility.FromJson<RotationLinerEventData>(data.Data);
Transform tran = TransformHelper.FindChild(EntitiesManager.Instance.GetEntityByID(data.GameId).transform, data1.Name);
var pair = new Pair()
{
Time = 0f,
keyValuePair = new KeyValuePair<float, Action<float, int>>(data.TimeLength,
(time, index) =>
{
tran.localRotation = Quaternion.Lerp(tran.localRotation, TransformHelper.ConvertToQuaternion(data1.EndRotation), time * 2f);
if (tran.localRotation == TransformHelper.ConvertToQuaternion(data1.EndRotation))
if (index <= pairs.Count)
pairs.RemoveAt(index);
})
};
pairs.Add(pair);
}
}
public float speed;
void FixedUpdate()
{
if (RecordEvent.IsReplayPause())
return;
for (int i = 0; i < pairs.Count; i++)
{
if (pairs[i].Time >= pairs[i].keyValuePair.Key)
{
pairs.RemoveAt(i);
break;
}
pairs[i].Time += Time.deltaTime;
if (pairs[i].Time <= pairs[i].keyValuePair.Key)
{
speed = Time.deltaTime * GlobalVariable.ReplaySpeed;
pairs[i].keyValuePair.Value.Invoke(speed, i);
}
}
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("ReplayEvent", ReplayAgent);
MessageDispatcher.RemoveListener("PlayStatusChanged", PlayStatusChanged);
}
}
public class Pair
{
public float Time;
public KeyValuePair<float, Action<float, int>> keyValuePair;
}