This commit is contained in:
2025-07-15 17:08:48 +08:00
12 changed files with 17472 additions and 15979 deletions

View File

@@ -115,25 +115,29 @@ namespace Ichni.RhythmGame
var trackRendererAutoOrientButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Auto Orient", () =>
{
trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0, true);
trackRendererSubmodule =
new TrackRendererSubmoduleAutoOrient(this, false, 0, true, Vector2.one, Vector2.zero);
inspectorMain.SetInspector(this);
});
var trackRendererPathGeneratorButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Path Generator", () =>
{
trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0, true);
trackRendererSubmodule =
new TrackRendererSubmodulePathGenerator(this, false, 0, true, Vector2.one, Vector2.zero);
inspectorMain.SetInspector(this);
});
var trackRenderTubeGeneratorButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Tube Generator", () =>
{
trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, true, 4);
trackRendererSubmodule =
new TrackRendererSubmoduleTubeGenerator(this, false, 0, true, 4, Vector2.one, Vector2.zero);
inspectorMain.SetInspector(this);
});
var trackRendererSurfaceButton =
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Surface", () =>
{
trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0, true);
trackRendererSubmodule =
new TrackRendererSubmoduleSurface(this, false, 0, true, Vector2.one, Vector2.zero);
inspectorMain.SetInspector(this);
});

View File

@@ -24,15 +24,20 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public Vector2 uvScale;
public Vector2 uvOffset;
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite) : base(track)
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
Vector2 uvScale, Vector2 uvOffset) : base(track)
{
this.enableEmission = enableEmission;
this.emissionIntensity = emissionIntensity;
this.materialThemeBundleName = String.Empty;
this.materialName = String.Empty;
this.zWrite = zWrite;
this.uvScale = uvScale;
this.uvOffset = uvOffset;
if (!HaveSameSubmodule)
{
this.track.trackRendererSubmodule = this;
@@ -58,6 +63,7 @@ namespace Ichni.RhythmGame
SetEnableZWrite();
SetEnableEmission();
SetEmissionIntensity();
SetUV();
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
{
@@ -92,9 +98,7 @@ namespace Ichni.RhythmGame
var container = inspector.GenerateContainer("Track Renderer " + submoduleName[submoduleNameIndex]);
var zWriteSettings = container.GenerateSubcontainer(3);
var zWriteToggle =
inspector.GenerateToggle(this, zWriteSettings, "Enable ZWrite", nameof(zWrite))
.AddListenerFunction(SetEnableZWrite);
@@ -105,6 +109,14 @@ namespace Ichni.RhythmGame
var emissionIntensityInputField =
inspector.GenerateInputField(this, emissionSettings, "Emission Intensity", nameof(emissionIntensity))
.AddListenerFunction(SetEmissionIntensity);
var uvSettings = container.GenerateSubcontainer(1);
var uvScaleInputField =
inspector.GenerateVector2InputField(this, uvSettings, "UV Scale", nameof(uvScale))
.AddListenerFunction(SetUV);
var uvOffsetInputField =
inspector.GenerateVector2InputField(this, uvSettings, "UV Offset", nameof(uvOffset))
.AddListenerFunction(SetUV);
var materialSettings = container.GenerateSubcontainer(3);
var themeBundleDropdown = inspector
@@ -155,6 +167,12 @@ namespace Ichni.RhythmGame
{
meshRenderer.material.SetColor("_EmissionColor", Color.white * Mathf.Pow(2, emissionIntensity));
}
protected void SetUV()
{
meshGenerator.uvScale = uvScale;
meshGenerator.uvOffset = uvOffset;
}
}
#region AutoOrient
@@ -163,8 +181,9 @@ namespace Ichni.RhythmGame
{
public SplineRenderer splineRenderer;
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.splineRenderer = track.AddComponent<SplineRenderer>();
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
@@ -197,6 +216,8 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite; // 新增
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmoduleAutoOrient_BM()
{
@@ -211,13 +232,16 @@ namespace Ichni.RhythmGame
enableEmission = trackRendererSubmodule.enableEmission;
emissionIntensity = trackRendererSubmodule.emissionIntensity;
zWrite = trackRendererSubmodule.zWrite; // 新增
uvScale = trackRendererSubmodule.uvScale;
uvOffset = trackRendererSubmodule.uvOffset;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule =
new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -227,7 +251,8 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule =
new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -244,8 +269,9 @@ namespace Ichni.RhythmGame
{
public PathGenerator pathGenerator;
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.pathGenerator = track.AddComponent<PathGenerator>();
this.meshRenderer = pathGenerator.GetComponent<MeshRenderer>();
@@ -278,6 +304,8 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite; // 新增
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmodulePathGenerator_BM()
{
@@ -292,13 +320,16 @@ namespace Ichni.RhythmGame
enableEmission = trackRendererSubmodule.enableEmission;
emissionIntensity = trackRendererSubmodule.emissionIntensity;
zWrite = trackRendererSubmodule.zWrite; // 新增
uvScale = trackRendererSubmodule.uvScale;
uvOffset = trackRendererSubmodule.uvOffset;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule =
new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -308,7 +339,8 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule =
new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -327,8 +359,8 @@ namespace Ichni.RhythmGame
public int sideCount;
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
int sideCount, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
int sideCount, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.sideCount = sideCount;
@@ -379,7 +411,9 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite; // 新增
public int sideCount;
public int sideCount;
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmoduleTubeGenerator_BM()
{
@@ -395,13 +429,16 @@ namespace Ichni.RhythmGame
emissionIntensity = trackRendererSubmodule.emissionIntensity;
zWrite = trackRendererSubmodule.zWrite; // 新增
sideCount = trackRendererSubmodule.sideCount;
uvScale = trackRendererSubmodule.uvScale;
uvOffset = trackRendererSubmodule.uvOffset;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
track.trackRendererSubmodule =
new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -411,7 +448,8 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
track.trackRendererSubmodule =
new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -428,8 +466,9 @@ namespace Ichni.RhythmGame
{
public SurfaceGenerator surface;
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.surface = track.AddComponent<SurfaceGenerator>();
this.meshRenderer = surface.GetComponent<MeshRenderer>();
@@ -462,6 +501,8 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite; // 新增
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmoduleSurface_BM()
{
@@ -476,13 +517,16 @@ namespace Ichni.RhythmGame
enableEmission = trackRendererSubmodule.enableEmission;
emissionIntensity = trackRendererSubmodule.emissionIntensity;
zWrite = trackRendererSubmodule.zWrite; // 新增
uvScale = trackRendererSubmodule.uvScale;
uvOffset = trackRendererSubmodule.uvOffset;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule =
new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -492,7 +536,8 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule =
new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);