Add more GFX and logic code
This commit is contained in:
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@@ -86,6 +86,7 @@ public class GFX_BINDING : FX_BINDING_BASE
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bool _destroyScheduled;
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/// <summary>Prefab baseline local rotation (before event euler). Keeps correct orientation after reparent to hook. / 预制体基准本地旋转(事件欧拉之前),重挂到挂点后仍保持正确朝向</summary>
|
||||
Quaternion _prefabLocalRot = Quaternion.identity;
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Vector3 _prefabPosition = Vector3.zero;
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public GFX_BINDING(A3DCombActDynData pDynData) : base(pDynData)
|
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{
|
||||
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||||
@@ -167,18 +168,38 @@ public class GFX_BINDING : FX_BINDING_BASE
|
||||
if (!string.IsNullOrEmpty(fx.m_strHookName))
|
||||
{
|
||||
hookT = host.GetHook(fx.m_strHookName, true);
|
||||
Debug.Log("GFX_BINDING Render: " + fx.m_strHookName + " " + hookT.name);
|
||||
#if UNITY_EDITOR
|
||||
if (hookT == null)
|
||||
BMLogger.LogWarning($"[GFX_BINDING.Render] Hook '{fx.m_strHookName}' not found; GFX stays on character root.");
|
||||
#endif
|
||||
}
|
||||
|
||||
if (hookT != null)
|
||||
m_pGfx.transform.SetParent(hookT, false);
|
||||
Quaternion eventLocalRot = _prefabLocalRot *
|
||||
Quaternion.Euler(
|
||||
RadianToFloat(fx.m_fPitch),
|
||||
RadianToFloat(fx.m_fYaw),
|
||||
RadianToFloat(fx.m_fRot)
|
||||
);
|
||||
Vector3 hookLocalPos = _prefabPosition + EC_Utility.ToVector3(fx.m_vOffset);
|
||||
|
||||
m_pGfx.transform.localPosition = EC_Utility.ToVector3(fx.m_vOffset);
|
||||
m_pGfx.transform.localRotation = _prefabLocalRot * Quaternion.Euler(fx.m_fPitch, fx.m_fYaw, fx.m_fRot);
|
||||
if (hookT != null)
|
||||
{
|
||||
if (fx.m_bBindParent)
|
||||
m_pGfx.transform.SetParent(hookT, false);
|
||||
else
|
||||
{
|
||||
// Keep under model root; align to hook world pose once (no bone follow). / 不切到挂点,仅取挂点世界位姿对齐一次(不随骨骼动)
|
||||
m_pGfx.transform.SetPositionAndRotation(
|
||||
hookT.TransformPoint(hookLocalPos),
|
||||
hookT.rotation * eventLocalRot);
|
||||
}
|
||||
}
|
||||
|
||||
if (hookT == null || fx.m_bBindParent)
|
||||
{
|
||||
m_pGfx.transform.localPosition = hookLocalPos;
|
||||
m_pGfx.transform.localRotation = eventLocalRot;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -192,6 +213,10 @@ public class GFX_BINDING : FX_BINDING_BASE
|
||||
if (_ps != null)
|
||||
_ps.Play();
|
||||
isStartPlaying = true;
|
||||
}
|
||||
public float RadianToFloat(float f)
|
||||
{
|
||||
return f * 180 / Mathf.PI;
|
||||
}
|
||||
public override void UpdateParam(CECModel pECModel, int nDeltaTime)
|
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{
|
||||
@@ -204,8 +229,9 @@ public class GFX_BINDING : FX_BINDING_BASE
|
||||
m_pInfo.m_dwTimeSpan = (int)(_ps.main.duration * 1000);
|
||||
}
|
||||
}
|
||||
public void SetGfx(GameObject gfx, Quaternion prefabRotation) {
|
||||
public void SetGfx(GameObject gfx, Quaternion prefabRotation, Vector3 prefabPosition) {
|
||||
m_pGfx = gfx;
|
||||
_prefabPosition = prefabPosition;
|
||||
_prefabLocalRot = prefabRotation;
|
||||
m_pGfx.transform.localRotation = prefabRotation;
|
||||
}
|
||||
@@ -379,6 +405,7 @@ public class A3DCombActDynData
|
||||
GFX:
|
||||
{
|
||||
path = "gfx/" + path;
|
||||
Debug.Log("[GFX_BINDING] LoadFXFromEventList: " + path);
|
||||
GameObject prefab = await AddressableManager.Instance.LoadPrefabAsync(path);
|
||||
GFX_BINDING fx = new GFX_BINDING(this);
|
||||
if(prefab != null && m_pECModel != null)
|
||||
@@ -386,7 +413,8 @@ public class A3DCombActDynData
|
||||
var gfx = GameObject.Instantiate(prefab, m_pECModel.transform);
|
||||
gfx.SetActive(false);
|
||||
Quaternion prefabRotation = prefab.transform.rotation;
|
||||
fx.SetGfx(gfx,prefabRotation);
|
||||
Vector3 prefabPosition = prefab.transform.position;
|
||||
fx.SetGfx(gfx,prefabRotation,prefabPosition);
|
||||
}
|
||||
else if (prefab == null)
|
||||
{
|
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@@ -396,7 +424,8 @@ public class A3DCombActDynData
|
||||
var gfx = GameObject.Instantiate(prefab2, m_pECModel.transform);
|
||||
gfx.SetActive(false);
|
||||
Quaternion prefabRotation = prefab2.transform.rotation;
|
||||
fx.SetGfx(gfx,prefabRotation);
|
||||
Vector3 prefabPosition = prefab2.transform.position;
|
||||
fx.SetGfx(gfx,prefabRotation,prefabPosition);
|
||||
|
||||
}
|
||||
if(fx != null)
|
||||
@@ -602,17 +631,14 @@ public class A3DCombActDynData
|
||||
{
|
||||
if(m_pAct.IsLooping())
|
||||
{
|
||||
Debug.Log($" m_pAct.m_nLoops == -1 m_nCurLoop:{m_nCurLoop} ");
|
||||
return false;
|
||||
}
|
||||
if(m_nCurLoop >= m_pAct.m_nLoops)
|
||||
{
|
||||
Debug.Log($" m_nCurLoop >= m_pAct.m_nLoops m_nCurLoop:{m_nCurLoop} m_pAct.m_nLoops:{m_pAct.m_nLoops} ");
|
||||
return true;
|
||||
}
|
||||
if(m_pAct.m_ActLst.Count == 0)
|
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{
|
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Debug.Log($" m_pAct.m_ActLst.Count == 0 m_nCurLoop:{m_nCurLoop} m_pAct.m_ActLst.Count:{m_pAct.m_ActLst.Count} ");
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
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Reference in New Issue
Block a user