采音接口
This commit is contained in:
@@ -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)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user