同步
This commit is contained in:
23
Assets/Scripts/Game/DataCore/Base_BM/BaseElement_BM.cs
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23
Assets/Scripts/Game/DataCore/Base_BM/BaseElement_BM.cs
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@@ -0,0 +1,23 @@
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using System;
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namespace Ichni.RhythmGame.Beatmap
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{
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public abstract class BaseElement_BM
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{
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public Guid attachedElementGuid;
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/// <summary>
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/// 从存档类中生成游戏物体
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/// </summary>
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public abstract void ExecuteBM();
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/// <summary>
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/// 在AfterInitialize中被调用,用于处理GameElement的"需要引用"的物体在此物体后面生成的情况。
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/// 注意,如果使用此函数,需要在ExecuteBM中设置 matchedElement.matchedBM = this;
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/// </summary>
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public virtual void AfterExecute()
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{
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ab4e12be376b08f418bd2d7a7d78aec6
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@@ -297,7 +297,7 @@ namespace Ichni.RhythmGame
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[Button("Rebuild")]
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public void Rebuild()
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{
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trackPathSubmodule?.path.Rebuild(true);
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trackPathSubmodule?.path.RebuildImmediate();
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trackRendererSubmodule?.meshGenerator.Rebuild();
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}
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#endregion
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@@ -32,8 +32,8 @@ namespace Ichni.RhythmGame
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LogWindow.Log("AnimationBase must be attached to a GameElement with TransformSubmodule", Color.red);
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}
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// 向 AnimationManager 注册,通过中废集权 Update 驱动,替代 MonoBehaviour.Update()
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AnimationManager.instance.RegisterAnimation(this);
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// 向 ElementUpdateScheduler 注册 Phase.Animation
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CoreServices.UpdateScheduler.Register(UpdatePhase.Animation, this);
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}
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public virtual void OnDirtyRefresh(Dictionary<string, bool> flags)
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@@ -43,7 +43,7 @@ namespace Ichni.RhythmGame
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public override void OnDelete()
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{
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AnimationManager.instance.UnregisterAnimation(this);
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Animation, this);
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}
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#endregion
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@@ -54,7 +54,16 @@ namespace Ichni.RhythmGame
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/// <param name="songTime">歌曲时间</param>
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protected abstract void UpdateAnimation(float songTime);
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// Update() 已移除,改由 AnimationManager.ManualTick 集中驱动
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/// <summary>
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/// IScheduledElement 实现:在 Phase.Animation 阶段检查时间范围并执行动画更新。
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/// </summary>
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public override void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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if (phase == UpdatePhase.Animation && timeDurationSubmodule.CheckTimeInDuration(songTime))
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{
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UpdateAnimation(songTime);
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}
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}
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public virtual Vector3 getValue(float time)
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{
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@@ -75,10 +84,14 @@ namespace Ichni.RhythmGame
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timeDurationSubmodule.endTime += offset;
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}
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/// <summary>
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/// 一次性调用入口,供 BeatmapContainer.AfterLoadSet() 等非调度器路径使用。
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/// 不再用于逐帧驱动。
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/// </summary>
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public virtual void InvokeUpdate()
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{
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UpdateAnimation(EditorManager.instance.songInformation.songTime);
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UpdateAnimation(CoreServices.TimeProvider.SongTime);
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}
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#endregion
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}
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}
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}
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@@ -32,6 +32,11 @@ namespace Ichni.RhythmGame
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look.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
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look.targetTransformSubmodule.lookAt = look;
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look.gameCamera = EditorManager.instance.cameraManager.gameCamera;
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// 注册到 Phase 7 (Effect) — TickLate 中在 Track/TrackFollower/Note 全部更新完毕后执行旋转覆盖
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// 避免因轨道位置尚未就绪导致的旋转抖动
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CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, look);
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return look;
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}
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@@ -39,12 +44,29 @@ namespace Ichni.RhythmGame
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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}
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public override void OnDelete()
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{
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base.OnDelete(); // AnimationBase 注销 Phase 1 (Animation)
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
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}
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#endregion
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#region [动画更新] Animation Update
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void LateUpdate()
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/// <summary>
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/// 调度器多阶段处理:
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/// Phase 1 (Animation) → 由 base.ScheduledUpdate 调用 UpdateAnimation,更新 enabling 状态
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/// Phase 7 (Effect) → 在所有 Track/TrackFollower/Note 位置更新完毕后执行旋转覆盖
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/// 替代原先的 LateUpdate()。
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/// </summary>
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public override void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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if (enabling.value) (animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
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base.ScheduledUpdate(phase, songTime); // AnimationBase 处理 Phase 1
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if (phase == UpdatePhase.Effect)
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{
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if (enabling.value) (animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
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}
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}
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protected override void UpdateAnimation(float songTime)
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@@ -56,27 +56,4 @@ namespace Ichni.RhythmGame
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{
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public void TriggerInteraction();
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}
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namespace Beatmap
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{
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public abstract class BaseElement_BM
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{
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public Guid attachedElementGuid;
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/// <summary>
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/// 从存档类中生成游戏物体
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/// </summary>
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public abstract void ExecuteBM();
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/// <summary>
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/// 在AfterInitialize中被调用,用于处理GameElement的“需要引用”的物体在此物体后面生成的情况。
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/// 注意,如果使用此函数,需要在ExecuteBM中设置 matchedElement.matchedBM = this;
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/// </summary>
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public virtual void AfterExecute()
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{
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}
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}
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}
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}
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}
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@@ -6,6 +6,13 @@ namespace Ichni.RhythmGame
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public static class CoreServices
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{
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public static ISongTimeProvider TimeProvider { get; set; }
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/// <summary>
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/// 集中式元素更新调度器。
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/// 所有 GameElement 子类应通过此属性访问调度器进行 Register / Unregister,
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/// 而非直接引用 EditorManager 或 GameManager。
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/// </summary>
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public static ElementUpdateScheduler UpdateScheduler { get; set; }
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}
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/// <summary>
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: fda5a36c77610481e976e5d7ceb764ab
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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22
Assets/Scripts/Game/RuntimeCore/Base/IScheduledElement.cs
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22
Assets/Scripts/Game/RuntimeCore/Base/IScheduledElement.cs
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@@ -0,0 +1,22 @@
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 所有参与集中更新调度的元素需实现的接口。
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/// 同一元素可注册到多个 <see cref="UpdatePhase"/>,
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/// 通过 <paramref name="phase"/> 参数区分当前所处阶段并执行对应逻辑。
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/// </summary>
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public interface IScheduledElement
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{
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/// <summary>
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/// 由 <see cref="ElementUpdateScheduler"/> 在对应阶段调用。
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/// </summary>
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/// <param name="phase">当前执行的更新阶段</param>
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/// <param name="songTime">当前音频播放时间(秒)</param>
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void ScheduledUpdate(UpdatePhase phase, float songTime);
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/// <summary>
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/// 元素是否处于活跃状态。调度器跳过非活跃元素以节省开销。
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/// </summary>
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bool IsScheduledActive { get; }
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fdf08f5bfdc7b9f4b87f697c199eb1cf
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@@ -4,7 +4,6 @@ using System.Collections.Generic;
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using System.Linq;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using UniRx;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -27,11 +26,15 @@ namespace Ichni.RhythmGame
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{
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gameElementList = new List<GameElement>();
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lowPriorityActions = new List<UnityAction>();
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Observable.EveryUpdate().Subscribe(_ => ExecuteLowPriorityActions());
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// 低优先级动作由 ElementUpdateScheduler Phase 8 Misc 尾部统一调用,
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// 不再使用 UniRx Observable.EveryUpdate 订阅。
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}
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#endregion
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#region [低优先级动作调度] Low Priority Action Dispatch
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/// <summary>
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/// 执行并清空低优先级动作队列。由 ElementUpdateScheduler.TickLate() Phase 8 调用。
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/// </summary>
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public void ExecuteLowPriorityActions()
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{
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if (lowPriorityActions.Count > 0)
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@@ -83,4 +86,4 @@ namespace Ichni.RhythmGame
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}
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#endregion
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}
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}
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}
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38
Assets/Scripts/Game/RuntimeCore/Base/UpdatePhase.cs
Normal file
38
Assets/Scripts/Game/RuntimeCore/Base/UpdatePhase.cs
Normal file
@@ -0,0 +1,38 @@
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 集中式更新调度器的阶段定义。
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/// 每帧按数值升序执行,保证严格的依赖顺序:
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/// 动画先于变换应用 → 变换先于 Spline 重建 → 轨道先于音符。
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/// 数值留有间隔,便于未来插入新阶段。
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/// </summary>
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public enum UpdatePhase
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{
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/// <summary>判定元素激活/隐藏状态</summary>
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TimeDuration = 0,
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/// <summary>更新动画值,设置脏标记</summary>
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Animation = 10,
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/// <summary>执行 DirtyRefresh + Transform + Color</summary>
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Apply = 20,
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/// <summary>手动重建 Dreamteck SplineComputer;同时执行 LookAt 等 Transform 后处理覆盖</summary>
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SplineRebuild = 30,
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/// <summary>更新轨道时间、裁剪区间</summary>
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TrackCore = 40,
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/// <summary>更新轨道跟踪器(CrossTrackPoint / ObjectTracker 等)</summary>
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TrackFollower = 50,
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/// <summary>音符可见性、轨道位置、判定、特效</summary>
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Note = 60,
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/// <summary>ParticleEmitter / TimeEffectsCollection 等特效</summary>
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Effect = 70,
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/// <summary>SkyboxSubsetter / LowPriorityActions 等杂项</summary>
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Misc = 80
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}
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}
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2
Assets/Scripts/Game/RuntimeCore/Base/UpdatePhase.cs.meta
Normal file
2
Assets/Scripts/Game/RuntimeCore/Base/UpdatePhase.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6b79a50d212bc9a42b53f7f576f15ae7
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@@ -1,18 +1,5 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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|
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public class Dodger : MonoBehaviour
|
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{
|
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// Start is called before the first frame update
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void Start()
|
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{
|
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}
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// Update is called once per frame
|
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void Update()
|
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{
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}
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}
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@@ -9,7 +9,7 @@ using Ichni.Editor;
|
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|
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namespace Ichni.RhythmGame
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{
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public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement, IComparable<GameElement>
|
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public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement, IComparable<GameElement>, IScheduledElement
|
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{
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#region [属性和标记] Essential & Tracking Info
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//物体名
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@@ -141,6 +141,19 @@ namespace Ichni.RhythmGame
|
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return HierarchyPriority.CompareTo(other.HierarchyPriority);
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}
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#endregion
|
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|
||||
#region [调度更新] IScheduledElement Implementation
|
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/// <summary>
|
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/// 由 ElementUpdateScheduler 在对应阶段调用。
|
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/// 子类按需重写以实现特定阶段的更新逻辑。
|
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/// </summary>
|
||||
public virtual void ScheduledUpdate(UpdatePhase phase, float songTime) { }
|
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|
||||
/// <summary>
|
||||
/// 元素是否处于活跃状态。调度器跳过非活跃元素以节省开销。
|
||||
/// </summary>
|
||||
public virtual bool IsScheduledActive => isActiveAndEnabled;
|
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#endregion
|
||||
}
|
||||
|
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#region [额外交互及存档重写预留] Editor Interaction & Interfaces Overrides
|
||||
|
||||
@@ -66,6 +66,17 @@ namespace Ichni.RhythmGame
|
||||
transformSubmodule = new TransformSubmodule(this);
|
||||
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
|
||||
}
|
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|
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public override void AfterInitialize()
|
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{
|
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base.AfterInitialize();
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
|
||||
}
|
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|
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public override void OnDelete()
|
||||
{
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [控制与刷新] Control & Refresh
|
||||
@@ -84,18 +95,21 @@ namespace Ichni.RhythmGame
|
||||
(this as IHaveParticles).SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.Effect 阶段控制粒子播放/暂停/停止。
|
||||
/// 替代原 MonoBehaviour.Update(),由 ElementUpdateScheduler 集中驱动。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
float songTime = EditorManager.instance.songInformation.songTime;
|
||||
if (phase != UpdatePhase.Effect) return;
|
||||
|
||||
if (playTime > songTime || stopTime < songTime)
|
||||
{
|
||||
if (particle.isPlaying || particle.isPaused)
|
||||
{
|
||||
particle.Stop();
|
||||
|
||||
if (songTime < playTime) { particle.Clear(); }
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -107,7 +121,6 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
particle.Play();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
public override void Refresh()
|
||||
|
||||
@@ -16,6 +16,12 @@ namespace Ichni.RhythmGame
|
||||
public float time; //触发效果的时间
|
||||
#endregion
|
||||
|
||||
#region [运行时缓存] Cached Effect Lists
|
||||
private List<EffectBase> _priorEffects;
|
||||
private List<EffectBase> _defaultEffects;
|
||||
private List<EffectBase> _lateEffects;
|
||||
#endregion
|
||||
|
||||
#region [生成与初始化] Generation & Initialization
|
||||
public static TimeEffectsCollection GenerateElement(string name, Guid guid, List<string> tags,
|
||||
bool isFirstGenerated, GameElement parentElement, float time)
|
||||
@@ -33,15 +39,54 @@ namespace Ichni.RhythmGame
|
||||
transformSubmodule = new TransformSubmodule(this);
|
||||
effectSubmodule = new EffectSubmodule(this);
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
CacheEffectLists();
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 缓存 effectCollection 中的 Prior/Default/Late 列表引用,
|
||||
/// 避免 ScheduledUpdate 中每帧执行 Dictionary string key 查找和 lambda 委托分配。
|
||||
/// </summary>
|
||||
private void CacheEffectLists()
|
||||
{
|
||||
if (effectSubmodule?.effectCollection == null) return;
|
||||
effectSubmodule.effectCollection.TryGetValue("Prior", out _priorEffects);
|
||||
effectSubmodule.effectCollection.TryGetValue("Default", out _defaultEffects);
|
||||
effectSubmodule.effectCollection.TryGetValue("Late", out _lateEffects);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [控制与刷新] Control & Refresh
|
||||
private void Update()
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.Effect 阶段更新时间特效集合。
|
||||
/// 替代原 MonoBehaviour.Update(),由 ElementUpdateScheduler 集中驱动。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
effectSubmodule.effectCollection["Prior"].ForEach(effect => effect.UpdateEffect(time));
|
||||
effectSubmodule.effectCollection["Default"].ForEach(effect => effect.UpdateEffect(time));
|
||||
effectSubmodule.effectCollection["Late"].ForEach(effect => effect.UpdateEffect(time));
|
||||
if (phase != UpdatePhase.Effect) return;
|
||||
|
||||
UpdateEffectList(_priorEffects, time);
|
||||
UpdateEffectList(_defaultEffects, time);
|
||||
UpdateEffectList(_lateEffects, time);
|
||||
}
|
||||
|
||||
private static void UpdateEffectList(List<EffectBase> effects, float effectTime)
|
||||
{
|
||||
if (effects == null) return;
|
||||
for (int i = 0; i < effects.Count; i++)
|
||||
{
|
||||
effects[i].UpdateEffect(effectTime);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -61,6 +61,17 @@ namespace Ichni.RhythmGame
|
||||
skyboxBlender.makeFirstMaterialSkybox = true;
|
||||
skyboxBlender.InspectorAndAwakeChanges();
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.Misc, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Misc, this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [控制与刷新] Control & Refresh
|
||||
@@ -92,11 +103,16 @@ namespace Ichni.RhythmGame
|
||||
skyboxBlender.InspectorAndAwakeChanges();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.Misc 阶段处理天空盒切换与混合。
|
||||
/// 替代原 MonoBehaviour.Update(),由 ElementUpdateScheduler 集中驱动。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (phase != UpdatePhase.Misc) return;
|
||||
|
||||
if (skyBoxThemeBundleList.Count > 1)
|
||||
{
|
||||
float songTime = EditorManager.instance.songInformation.songTime;
|
||||
float delay = EditorManager.instance.songInformation.delay;
|
||||
float finalTime = EditorManager.instance.songInformation.songLength;
|
||||
|
||||
@@ -117,4 +133,4 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
flick.track = track;
|
||||
flick.trackPositioner = flick.gameObject.GetComponent<SplinePositioner>() ?? flick.gameObject.AddComponent<SplinePositioner>();
|
||||
flick.trackPositioner.autoUpdate = false; // 由调度器 Phase 6 手动刷新采样
|
||||
flick.trackPositioner.spline = track.trackPathSubmodule.path;
|
||||
flick.isOnTrack = true;
|
||||
flick.UpdateNoteInTrack(EditorManager.instance.songInformation.songTime);
|
||||
|
||||
@@ -41,8 +41,8 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
hold.track = track;
|
||||
hold.trackPositioner = hold.gameObject.GetComponent<SplinePositioner>() ?? hold.gameObject.AddComponent<SplinePositioner>();
|
||||
hold.trackPositioner.autoUpdate = false; // 由调度器 Phase 6 手动刷新采样
|
||||
hold.trackPositioner.spline = track.trackPathSubmodule.path;
|
||||
hold.trackPositioner.updateMethod = SplineUser.UpdateMethod.LateUpdate;
|
||||
hold.isOnTrack = true;
|
||||
hold.UpdateNoteInTrack(EditorManager.instance.songInformation.songTime);
|
||||
Observable.NextFrame().Subscribe(_ =>
|
||||
@@ -177,6 +177,15 @@ namespace Ichni.RhythmGame
|
||||
holdingTime = songTime - exactJudgeTime;
|
||||
}
|
||||
}
|
||||
|
||||
// 轨道位置更新:必须在状态机之后执行,确保 holdingTime 等字段已更新。
|
||||
// 在旧代码中,ManualUpdate(Update) 先更新状态 → LateUpdate 再更新位置。
|
||||
// 现在两者都在 LateUpdate Phase 6 的同一个 ManualUpdate 中,因此将位置更新移至状态机之后。
|
||||
if (isOnTrack)
|
||||
{
|
||||
UpdateNoteInTrack(songTime);
|
||||
}
|
||||
|
||||
if (noteJudgeSubmodule != null && !EditorManager.instance.cameraManager.isSceneCameraActive)
|
||||
{
|
||||
foreach (NoteJudgeUnit unit in noteJudgeSubmodule.judgeUnitList.Where(unit => unit.isShowingJudge))
|
||||
@@ -241,14 +250,6 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (isOnTrack)
|
||||
{
|
||||
UpdateNoteInTrack(EditorManager.instance.songInformation.songTime);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -93,6 +93,7 @@ namespace Ichni.RhythmGame
|
||||
public virtual void UpdateNoteInMovableTrack(float songTime)
|
||||
{
|
||||
TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
|
||||
trackPositioner.RebuildImmediate();
|
||||
trackPositioner.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(exactJudgeTime));
|
||||
}
|
||||
|
||||
@@ -105,6 +106,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
percent = Mathf.Clamp01(percent);
|
||||
|
||||
trackPositioner.RebuildImmediate();
|
||||
trackPositioner.SetPercent(1 - percent);
|
||||
}
|
||||
|
||||
@@ -119,10 +121,10 @@ namespace Ichni.RhythmGame
|
||||
var editor = EditorManager.instance;
|
||||
var cameraManager = editor.cameraManager;
|
||||
|
||||
// 轨道位置更新
|
||||
if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleStatic)
|
||||
// 轨道位置更新(Phase 6 在 LateUpdate 中执行,SplineComputer 已完成采样)
|
||||
if (isOnTrack)
|
||||
{
|
||||
UpdateNoteInStaticTrack(currentSongTime);
|
||||
UpdateNoteInTrack(currentSongTime);
|
||||
}
|
||||
|
||||
// 判定状态更新
|
||||
@@ -245,10 +247,11 @@ namespace Ichni.RhythmGame
|
||||
if (exactJudgeTime - beyondTime - 0.5f > -EditorManager.instance.songInformation.delay)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
var noteScheduler = CoreServices.UpdateScheduler.NoteScheduler;
|
||||
if (isNewOne)
|
||||
EditorManager.instance.noteManager.RegisterNote(this, exactJudgeTime - beyondTime - 0.1f, (this is Hold hold ? hold.holdEndTime : exactJudgeTime) + finishTime + 0.1f);
|
||||
noteScheduler.RegisterNote(this, exactJudgeTime - beyondTime - 0.1f, (this is Hold hold ? hold.holdEndTime : exactJudgeTime) + finishTime + 0.1f);
|
||||
else
|
||||
NoteManager.instance.ChangeNoteInfo(this, exactJudgeTime - beyondTime - 0.1f, (this is Hold hold ? hold.holdEndTime : exactJudgeTime) + finishTime + 0.1f);
|
||||
noteScheduler.ChangeNoteInfo(this, exactJudgeTime - beyondTime - 0.1f, (this is Hold hold ? hold.holdEndTime : exactJudgeTime) + finishTime + 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -23,6 +23,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
stay.track = track;
|
||||
stay.trackPositioner = stay.gameObject.GetComponent<SplinePositioner>() ?? stay.gameObject.AddComponent<SplinePositioner>();
|
||||
stay.trackPositioner.autoUpdate = false; // 由调度器 Phase 6 手动刷新采样
|
||||
stay.trackPositioner.spline = track.trackPathSubmodule.path;
|
||||
stay.isOnTrack = true;
|
||||
stay.UpdateNoteInTrack(EditorManager.instance.songInformation.songTime);
|
||||
|
||||
@@ -24,6 +24,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
tap.track = track;
|
||||
tap.trackPositioner = tap.gameObject.GetComponent<SplinePositioner>() ?? tap.gameObject.AddComponent<SplinePositioner>();
|
||||
tap.trackPositioner.autoUpdate = false; // 由调度器 Phase 6 手动刷新采样
|
||||
tap.trackPositioner.spline = track.trackPathSubmodule.path;
|
||||
tap.isOnTrack = true;
|
||||
tap.UpdateNoteInTrack(EditorManager.instance.songInformation.songTime);
|
||||
|
||||
@@ -48,15 +48,26 @@ namespace Ichni.RhythmGame
|
||||
trackPathSubmodule.ClosePath();
|
||||
}
|
||||
|
||||
// 向 TrackManager 注册,通过中废集权 Update 驱动,替代 MonoBehaviour.Update()
|
||||
TrackManager.instance.RegisterTrack(this);
|
||||
// 向 ElementUpdateScheduler 注册 Phase.TrackCore + SplineRebuild
|
||||
var scheduler = CoreServices.UpdateScheduler;
|
||||
scheduler.Register(UpdatePhase.TrackCore, this);
|
||||
scheduler.RegisterTrackSpline(this);
|
||||
|
||||
Refresh();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [主循环与更新] Update & Refresh
|
||||
// Update() 已移除,改由 TrackManager.ManualTick 集中驱动
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.TrackCore 阶段更新轨道时间子模块。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (phase == UpdatePhase.TrackCore && timeDurationSubmodule.CheckTimeInDuration(songTime))
|
||||
{
|
||||
(trackTimeSubmodule as TrackTimeSubmoduleMovable)?.UpdateTrackPart(songTime);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
@@ -69,7 +80,9 @@ namespace Ichni.RhythmGame
|
||||
public override void OnDelete()
|
||||
{
|
||||
if (parentElement is ElementFolder folder) folder.trackList.Remove(this);
|
||||
TrackManager.instance.UnregisterTrack(this);
|
||||
var scheduler = CoreServices.UpdateScheduler;
|
||||
scheduler.Unregister(UpdatePhase.TrackCore, this);
|
||||
scheduler.UnregisterTrackSpline(this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -88,4 +101,4 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Ichni.RhythmGame
|
||||
.AddComponent<CrossTrackPoint>();
|
||||
point.Initialize(elementName, id, tags, isFirstGenerated, elementFolder);
|
||||
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
|
||||
point.trackPositioner.autoUpdate = false; // 由调度器 Phase 5 手动刷新采样
|
||||
point.nowAttachedTrackIndex = -1;
|
||||
point.trackListFolder = elementFolder;
|
||||
point.trackSwitch = trackSwitch;
|
||||
@@ -51,13 +52,24 @@ namespace Ichni.RhythmGame
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
TrackManager.instance.RegisterCrossPoint(this);
|
||||
// 向 ElementUpdateScheduler 注册 Phase.TrackFollower
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [生命周期与更新] Update & Refresh
|
||||
// Update() 已移除,改由 TrackManager.ManualTick 集中驱动
|
||||
public void ManualTick(float songTime)
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.TrackFollower 阶段更新跨轨切分点。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (phase == UpdatePhase.TrackFollower)
|
||||
{
|
||||
ManualTick(songTime);
|
||||
}
|
||||
}
|
||||
|
||||
private void ManualTick(float songTime)
|
||||
{
|
||||
if (trackPercent.animations.Count > 0)
|
||||
{
|
||||
@@ -69,7 +81,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
TrackManager.instance.UnregisterCrossPoint(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
@@ -92,8 +104,9 @@ namespace Ichni.RhythmGame
|
||||
trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
|
||||
}
|
||||
|
||||
trackPositioner.RebuildImmediate();
|
||||
trackPositioner.SetPercent(trackPercent.value);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace Ichni.RhythmGame
|
||||
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
|
||||
public bool motionApplyRotation;
|
||||
public Vector3 motionEulerAngles;
|
||||
private float SongTime => EditorManager.instance.songInformation.songTime;
|
||||
private float SongTime => CoreServices.TimeProvider.SongTime;
|
||||
#endregion
|
||||
|
||||
#region [生成与初始化] Generation & Initialization
|
||||
@@ -28,6 +28,7 @@ namespace Ichni.RhythmGame
|
||||
head.Initialize(elementName, id, tags, isFirstGenerated, track);
|
||||
head.track = track;
|
||||
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
|
||||
head.trackPositioner.autoUpdate = false; // 由调度器 Phase 5 手动刷新采样
|
||||
head.trackPositioner.spline = track.trackPathSubmodule.path;
|
||||
head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
|
||||
|
||||
@@ -54,23 +55,28 @@ namespace Ichni.RhythmGame
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
TrackManager.instance.RegisterHeadPoint(this);
|
||||
// 向 ElementUpdateScheduler 注册 Phase.TrackFollower
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
TrackManager.instance.UnregisterHeadPoint(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
#region [运行时刷新] Update & Tracking
|
||||
public void ManualTick(float songTime)
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.TrackFollower 阶段更新轨道头节点位置。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (track.timeDurationSubmodule.CheckTimeInDuration(songTime))
|
||||
if (phase == UpdatePhase.TrackFollower && track.timeDurationSubmodule.CheckTimeInDuration(songTime))
|
||||
{
|
||||
trackPositioner.RebuildImmediate();
|
||||
trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,6 +32,7 @@ namespace Ichni.RhythmGame
|
||||
point.Initialize(elementName, id, tags, isFirstGenerated, track);
|
||||
point.track = track;
|
||||
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
|
||||
point.trackPositioner.autoUpdate = false; // 由调度器 Phase 5 手动刷新采样
|
||||
point.trackPositioner.spline = track.trackPathSubmodule.path;
|
||||
point.trackPercent = trackPercent;
|
||||
|
||||
@@ -52,28 +53,35 @@ namespace Ichni.RhythmGame
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
TrackManager.instance.RegisterPercentPoint(this);
|
||||
// 向 ElementUpdateScheduler 注册 Phase.TrackFollower
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
TrackManager.instance.UnregisterPercentPoint(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
#region [刷新计算] Update & Refresh
|
||||
public void ManualTick(float songTime)
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.TrackFollower 阶段更新轨道百分比位置。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (trackPercent.animations.Count > 0)
|
||||
if (phase == UpdatePhase.TrackFollower)
|
||||
{
|
||||
trackPercent.UpdateFlexibleFloat(songTime);
|
||||
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
|
||||
if (trackPercent.animations.Count > 0)
|
||||
{
|
||||
float finalValue = trackPercent.value;
|
||||
if (finalValue > 1 && finalValue > Mathf.Floor(finalValue)) finalValue -= Mathf.Floor(finalValue);
|
||||
trackPercent.UpdateFlexibleFloat(songTime);
|
||||
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
float finalValue = trackPercent.value;
|
||||
if (finalValue > 1 && finalValue > Mathf.Floor(finalValue)) finalValue -= Mathf.Floor(finalValue);
|
||||
|
||||
|
||||
trackPositioner.SetPercent(finalValue);
|
||||
trackPositioner.RebuildImmediate();
|
||||
trackPositioner.SetPercent(finalValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -88,4 +96,4 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,18 +1,5 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TrackExtraModifier : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,7 +35,10 @@ namespace Ichni.RhythmGame
|
||||
|
||||
this.sampleRate = sampleRate;
|
||||
this.path.sampleRate = sampleRate;
|
||||
this.path.updateMode = SplineComputer.UpdateMode.LateUpdate;
|
||||
// 保持默认 UpdateMode.Update,由 SplineComputer 自行检测 transform.hasChanged
|
||||
// 并在自身 Update 周期中按需重采样、通知订阅者(延迟)。
|
||||
// 不可使用 UpdateMode.None:Rebuild(true) 在 None 模式下不触发重采样;
|
||||
// 不可使用 RebuildImmediate:同步重建所有订阅者(含 SplineRenderer 网格生成)导致 ~50ms 帧耗。
|
||||
SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
|
||||
|
||||
this.isShowingDisplay = isShowingDisplay;
|
||||
@@ -106,7 +109,7 @@ namespace Ichni.RhythmGame
|
||||
SetUpSplineComputer(trackSpaceType, trackSamplingType);
|
||||
ClosePath();
|
||||
#endif
|
||||
path.Rebuild(true);
|
||||
path.RebuildImmediate();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -59,11 +59,17 @@ namespace Ichni.RhythmGame
|
||||
applyRotationOffset, rotationOffsetMin, rotationOffsetMax, customRotationRuleName,
|
||||
applyScaleOffset, scaleOffsetMin, scaleOffsetMax, customScaleRuleName);
|
||||
|
||||
// 向 TrackManager 注册
|
||||
TrackManager.instance.RegisterObjectTracker(objectTracker);
|
||||
if (isFirstGenerated) objectTracker.AfterInitialize();
|
||||
return objectTracker;
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
// 向 ElementUpdateScheduler 注册 Phase.TrackFollower
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public void SetSpawnSettings(int spawnCount,
|
||||
Vector2 positionOffsetMin, Vector2 positionOffsetMax, string customPositionRuleName,
|
||||
bool applyRotationOffset, Vector3 rotationOffsetMin, Vector3 rotationOffsetMax, string customRotationRuleName,
|
||||
@@ -99,28 +105,33 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [运行时控制] Update
|
||||
// Update() 已移除,改由 TrackManager.ManualTick 集中驱动
|
||||
public void ManualTick(float songTime)
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.TrackFollower 阶段控制 objectController 的启用/禁用。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (playTime > songTime || stopTime < songTime)
|
||||
if (phase == UpdatePhase.TrackFollower)
|
||||
{
|
||||
if (objectController.enabled)
|
||||
objectController.enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!objectController.enabled)
|
||||
if (playTime > songTime || stopTime < songTime)
|
||||
{
|
||||
objectController.enabled = true;
|
||||
objectController.Spawn();
|
||||
if (objectController.enabled)
|
||||
objectController.enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!objectController.enabled)
|
||||
{
|
||||
objectController.enabled = true;
|
||||
objectController.Spawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
TrackManager.instance.UnregisterObjectTracker(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,11 +60,17 @@ namespace Ichni.RhythmGame
|
||||
particleTracker.particlesContainer.SetParticleMaterial(themeBundleName, materialName);
|
||||
particleTracker.SetParticleSettings(prewarm, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation);
|
||||
|
||||
// 向 TrackManager 注册
|
||||
TrackManager.instance.RegisterParticleTracker(particleTracker);
|
||||
if (isFirstGenerated) particleTracker.AfterInitialize();
|
||||
return particleTracker;
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
// 向 ElementUpdateScheduler 注册 Phase.TrackFollower
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public override void SetDefaultSubmodules()
|
||||
{
|
||||
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
|
||||
@@ -97,33 +103,38 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [运行更新与刷新] Update & Refresh
|
||||
// Update() 已移除,改由 TrackManager.ManualTick 集中驱动
|
||||
public void ManualTick(float songTime)
|
||||
/// <summary>
|
||||
/// IScheduledElement 实现:在 Phase.TrackFollower 阶段控制粒子播放/暂停/停止。
|
||||
/// </summary>
|
||||
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (playTime > songTime || stopTime < songTime)
|
||||
if (phase == UpdatePhase.TrackFollower)
|
||||
{
|
||||
if (particle.isPlaying || particle.isPaused)
|
||||
if (playTime > songTime || stopTime < songTime)
|
||||
{
|
||||
particle.Stop();
|
||||
if (songTime < playTime) { particle.Clear(); }
|
||||
if (particle.isPlaying || particle.isPaused)
|
||||
{
|
||||
particle.Stop();
|
||||
if (songTime < playTime) { particle.Clear(); }
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!CoreServices.TimeProvider.IsPlaying)
|
||||
else
|
||||
{
|
||||
particle.Pause();
|
||||
}
|
||||
else if (!particle.isPlaying)
|
||||
{
|
||||
particle.Play();
|
||||
if (!CoreServices.TimeProvider.IsPlaying)
|
||||
{
|
||||
particle.Pause();
|
||||
}
|
||||
else if (!particle.isPlaying)
|
||||
{
|
||||
particle.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
TrackManager.instance.UnregisterParticleTracker(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
@@ -143,4 +154,4 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user