采音接口

This commit is contained in:
2025-06-09 12:42:23 +08:00
parent fc53c2437a
commit 1837d5ead0
7 changed files with 281 additions and 152 deletions

View File

@@ -4,12 +4,10 @@ using UnityEngine;
using DynamicExpresso;
using System.Text.RegularExpressions;
using System.Linq;
using Ichni.RhythmGame;
using UnityEngine.InputSystem;
using TMPro;
using System.Reflection;
using System.Linq.Expressions;
using System.Threading.Tasks;
using Sirenix.Utilities;
//又在写大粪 ——神币
@@ -282,150 +280,4 @@ namespace Ichni.Editor
}
public static class EditorConsoleMethods
{
public static Inspector inspector => EditorManager.instance.uiManager.inspector;
public static Hierarchy hierarchy => EditorManager.instance.uiManager.hierarchy;
public static LogWindow logWindow => EditorManager.instance.uiManager.mainPage.logWindow;
public static void tp(Vector3 pos)
{
if (EditorManager.instance.cameraManager.isSceneCameraActive)
{
EditorManager.instance.cameraManager.sceneCamera.sceneCamera.transform.position = pos;
}
}
// 保留无参tp
public static void tp()
{
if (EditorManager.instance.cameraManager.isSceneCameraActive)
{
EditorManager.instance.cameraManager.sceneCamera.sceneCamera.transform.position =
inspector.connectedGameElement.transform.position;
}
}
public static void reName(string message)
{
inspector.connectedGameElement.elementName = message;
inspector.connectedGameElement.Refresh();
}
public static void lgp(int loop, Vector3 start, Vector3 end)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Track track = (Track)inspector.connectedGameElement;
for (int i = 0; i < loop; i++)
{
float t = (float)i / loop;
float x = start.x + (end.x - start.x) * t;
float y = start.y + (end.y - start.y) * t;
float z = start.z + (end.z - start.z) * t;
PathNode j = PathNode.GenerateElement("PathNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, track, true);
j.transformSubmodule.originalPosition = new Vector3(x, y, z);
}
}
// 支持主轴方向的螺旋线式 PathNode
public static void spiral(int loop, Vector3 center, float r, float h, int pointsPerTurn, string axis = "y")
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Track track = (Track)inspector.connectedGameElement;
for (int i = 0; i < loop; i++)
{
float t = (float)i / loop;
float angle = 2 * Mathf.PI * (i % pointsPerTurn) / pointsPerTurn;
Vector3 pos = new Vector3(center.x, center.y, center.z);
switch (axis.ToLower())
{
case "x":
pos.x += h * t;
pos.y += r * Mathf.Cos(angle);
pos.z += r * Mathf.Sin(angle);
break;
case "y":
pos.x += r * Mathf.Cos(angle);
pos.y += h * t;
pos.z += r * Mathf.Sin(angle);
break;
case "z":
pos.x += r * Mathf.Cos(angle);
pos.y += r * Mathf.Sin(angle);
pos.z += h * t;
break;
default:
pos.x += r * Mathf.Cos(angle);
pos.y += h * t;
pos.z += r * Mathf.Sin(angle);
break;
}
PathNode node = PathNode.GenerateElement("SpiralNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, track, true);
node.transformSubmodule.originalPosition = pos;
}
}
// 任意方向的螺旋线式 PathNode中心点和方向均为Vector3
public static void spiral(int loop, Vector3 center, float r, float h, int pointsPerTurn, Vector3 dir)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Vector3 direction = dir.normalized;
if (direction == Vector3.zero) direction = Vector3.up; // 默认Y轴
Quaternion rot = Quaternion.FromToRotation(Vector3.up, direction);
Track track = (Track)inspector.connectedGameElement;
for (int i = 0; i < loop; i++)
{
float t = (float)i / loop;
float angle = 2 * Mathf.PI * (i % pointsPerTurn) / pointsPerTurn;
Vector3 localPos = new Vector3(
r * Mathf.Cos(angle),
h * t,
r * Mathf.Sin(angle)
);
Vector3 pos = center + rot * localPos;
PathNode node = PathNode.GenerateElement("SpiralNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, track, true);
node.transformSubmodule.originalPosition = pos;
}
}
public static void delSameInParent()
{
Type type = inspector.connectedGameElement.GetType();
foreach (GameElement element in inspector.connectedGameElement.parentElement.GetAllGameElementsFromThis())
{
try
{
if (element.GetType() == type && element != inspector.connectedGameElement)
{
element.Delete();
}
}
catch (Exception)
{
}
}
}
}
}