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This commit is contained in:
@@ -153,7 +153,7 @@ namespace WulaFallenEmpire
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}
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}
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// 绘制单个图形层 - 现在支持旋转动画
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// 绘制单个图形层 - 现在支持三种旋转动画
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private void DrawGraphicLayer(Vector3 baseDrawPos, bool flip, GraphicLayerData layer)
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{
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if (string.IsNullOrEmpty(layer.texturePath))
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@@ -183,7 +183,9 @@ namespace WulaFallenEmpire
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}
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break;
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case AnimationType.Rotate:
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case AnimationType.RotateZ:
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case AnimationType.RotateY:
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case AnimationType.RotateX:
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if (layer.enableAnimation && layerRotationAngles.ContainsKey(layerIndex))
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{
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rotationAngle = layerRotationAngles[layerIndex];
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@@ -194,9 +196,13 @@ namespace WulaFallenEmpire
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// 最终绘制位置 = 基础位置 + 图层偏移 + 动画偏移
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Vector3 drawPos = baseDrawPos + layer.offset + animationOffset;
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// 如果启用了旋转动画,使用矩阵变换绘制
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if (layer.animationType == AnimationType.Rotate && layer.enableAnimation && rotationAngle != 0f)
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// 如果启用了旋转动画,使用特殊方法绘制
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if ((layer.animationType == AnimationType.RotateZ ||
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layer.animationType == AnimationType.RotateY ||
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layer.animationType == AnimationType.RotateX) &&
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layer.enableAnimation)
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{
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// 使用自定义旋转绘制方法
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DrawWithRotation(graphic, drawPos, flip, rotationAngle, layer);
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}
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else
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@@ -206,7 +212,7 @@ namespace WulaFallenEmpire
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}
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}
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// 使用矩阵变换绘制旋转图形
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// 使用矩阵变换绘制旋转图形 - 支持三种旋转轴
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private void DrawWithRotation(Graphic graphic, Vector3 drawPos, bool flip, float rotationAngle, GraphicLayerData layer)
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{
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try
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@@ -221,26 +227,48 @@ namespace WulaFallenEmpire
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return;
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}
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// 创建旋转矩阵
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Quaternion rotation = Quaternion.Euler(0f, 0f, rotationAngle);
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// 根据旋转类型创建不同的旋转矩阵
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Quaternion rotation = Quaternion.identity;
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switch (layer.animationType)
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{
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case AnimationType.RotateZ:
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// 绕Z轴旋转(2D平面旋转)
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rotation = Quaternion.Euler(0f, 0f, rotationAngle);
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break;
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case AnimationType.RotateY:
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// 绕Y轴旋转(3D旋转,类似旋转门)
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rotation = Quaternion.Euler(0f, rotationAngle, 0f);
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break;
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case AnimationType.RotateX:
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// 绕X轴旋转(3D旋转,类似翻跟斗)
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rotation = Quaternion.Euler(rotationAngle, 0f, 0f);
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break;
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}
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// 如果图层有旋转中心偏移,需要调整位置
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Vector3 pivotOffset = new Vector3(layer.pivotOffset.x, layer.pivotOffset.y, 0f);
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Vector3 pivotOffset = new Vector3(layer.pivotOffset.x, 0, layer.pivotOffset.y);
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// 计算最终矩阵
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// 最终绘制位置 = 基础位置 + 图层偏移 + 旋转中心偏移
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Vector3 finalDrawPos = drawPos + pivotOffset;
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// 创建变换矩阵
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// 注意:Graphic已经应用了缩放,所以这里使用Vector3.one
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Matrix4x4 matrix = Matrix4x4.TRS(
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drawPos + pivotOffset, // 位置
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rotation, // 旋转
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new Vector3(layer.scale.x, layer.scale.y, 1f) // 缩放
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finalDrawPos, // 位置
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rotation, // 旋转
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Vector3.one // 缩放(已由Graphic处理)
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);
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// 绘制网格
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Graphics.DrawMesh(mesh, matrix, mat, 0);
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// 使用RimWorld的绘制方法
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GenDraw.DrawMeshNowOrLater(mesh, matrix, mat, false);
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// 如果需要,绘制第二面(双面渲染)
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// 如果需要双面渲染,再绘制一次
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if (layer.doubleSided)
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{
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Graphics.DrawMesh(mesh, matrix, mat, 0, null, 0, null, UnityEngine.Rendering.ShadowCastingMode.Off, true);
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GenDraw.DrawMeshNowOrLater(mesh, matrix, mat, false);
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}
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}
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catch (Exception ex)
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@@ -268,6 +296,13 @@ namespace WulaFallenEmpire
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if (!layerAnimationTimes.ContainsKey(i))
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{
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layerAnimationTimes[i] = layer.animationStartTime;
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// 为旋转动画初始化旋转角度
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if (layer.animationType == AnimationType.RotateZ ||
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layer.animationType == AnimationType.RotateY ||
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layer.animationType == AnimationType.RotateX)
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{
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layerRotationAngles[i] = 0f;
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}
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}
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// 更新动画时间
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@@ -285,22 +320,35 @@ namespace WulaFallenEmpire
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layerHoverOffsets[i] = hoverOffset;
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break;
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case AnimationType.Rotate:
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case AnimationType.RotateZ:
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case AnimationType.RotateY:
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case AnimationType.RotateX:
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// 计算该图层的旋转角度
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float rotateSpeed = layer.animationSpeed > 0 ? layer.animationSpeed : ModExtension.globalAnimationSpeed;
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float maxAngle = layer.animationIntensity > 0 ? layer.animationIntensity : ModExtension.globalAnimationIntensity;
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// 旋转角度(循环)
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float rotationAngle = (layerAnimationTimes[i] * rotateSpeed * 360f) % 360f;
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// 旋转角度计算:动画时间 × 旋转速度(度/秒)
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float rotationAngle = layerAnimationTimes[i] * rotateSpeed;
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// 限制旋转角度范围(如果设置了最大角度)
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if (maxAngle > 0 && maxAngle < 360f)
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// 如果设置了动画强度且小于360,则限制旋转范围
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if (layer.animationIntensity > 0 && layer.animationIntensity < 360f)
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{
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// 使用正弦波限制旋转角度范围
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rotationAngle = Mathf.Sin(layerAnimationTimes[i] * rotateSpeed) * maxAngle;
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// 使用正弦波创建来回旋转效果
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rotationAngle = Mathf.Sin(layerAnimationTimes[i] * rotateSpeed * Mathf.Deg2Rad) * layer.animationIntensity;
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}
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else if (layer.animationIntensity >= 360f)
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{
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// 完整旋转:取模确保在0-360度之间
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rotationAngle %= 360f;
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}
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layerRotationAngles[i] = rotationAngle;
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// 调试输出
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if (DebugSettings.godMode && i == 0 && Find.TickManager.TicksGame % 60 == 0)
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{
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// 只在开发模式下,每60帧输出一次第一条图层的旋转信息
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Log.Message($"{layer.animationType} 图层 {i}: 角度={rotationAngle:F1}°, 时间={layerAnimationTimes[i]:F2}s, 速度={rotateSpeed}°/s");
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}
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break;
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}
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}
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@@ -315,14 +363,32 @@ namespace WulaFallenEmpire
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base.ExposeData();
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// 保存自定义状态(如果需要)
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}
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// 调试方法:手动触发旋转测试
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public void TestRotation()
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{
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for (int i = 0; i < ModExtension.graphicLayers.Count; i++)
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{
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var layer = ModExtension.graphicLayers[i];
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if (layer.animationType == AnimationType.RotateZ ||
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layer.animationType == AnimationType.RotateY ||
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layer.animationType == AnimationType.RotateX)
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{
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layerRotationAngles[i] = 45f; // 设置为45度测试
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break;
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}
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}
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}
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}
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// 动画类型枚举
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// 动画类型枚举 - 现在有五种动画类型
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public enum AnimationType
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{
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None, // 无动画
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Hover, // 上下浮动
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Rotate // 自旋转
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RotateZ, // 绕Z轴旋转(2D平面旋转)- 原来的Rotate
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RotateY, // 绕Y轴旋转(3D旋转,类似旋转门)- 新增
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RotateX // 绕X轴旋转(3D旋转,类似翻跟斗)- 新增
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}
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// 主要的 ModExtension 定义
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@@ -404,5 +470,19 @@ namespace WulaFallenEmpire
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get => animationPhase;
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set => animationPhase = value;
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}
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// 向后兼容:Rotate应该映射到RotateZ
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[Obsolete("Use animationType instead")]
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public AnimationType animationTypeCompat
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{
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get => animationType;
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set
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{
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animationType = value;
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// 如果旧值是Rotate,映射到RotateZ
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if (animationType == AnimationType.RotateZ)
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animationType = AnimationType.RotateZ;
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}
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}
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}
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}
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