自动更新型DUI扩展,将Time变量挪出TImeline UI,Effect效果容器修缮,移除Note的transform模块,Scene Camera优化
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@@ -40,8 +40,8 @@ namespace Ichni.RhythmGame
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Bloom Shake");
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var effectTimeField = inspector.GenerateParameterInputField(this, container, "Bloom Time", nameof(bloomTime));
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var bloomPeakField = inspector.GenerateParameterInputField(this, container, "Bloom Peak", nameof(bloomPeak));
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var effectTimeField = inspector.GenerateInputField(this, container, "Bloom Time", nameof(bloomTime));
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var bloomPeakField = inspector.GenerateInputField(this, container, "Bloom Peak", nameof(bloomPeak));
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}
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}
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@@ -11,7 +11,7 @@ namespace Ichni.RhythmGame
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public partial class TimeEffectsCollection : GameElement, IHaveEffectSubmodule
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{
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public EffectSubmodule effectSubmodule { get; set; }
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public float time;
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public float time; //触发效果的时间
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public static TimeEffectsCollection GenerateElement(string name, Guid guid, List<string> tags,
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bool isFirstGenerated, GameElement parentElement, float time)
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@@ -26,6 +26,7 @@ namespace Ichni.RhythmGame
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protected override void SetDefaultSubmodules()
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{
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effectSubmodule = new EffectSubmodule(this);
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submoduleList.Add(effectSubmodule);
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}
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private void Update()
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@@ -38,18 +39,30 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new TimeEffectsCollection_BM(this);
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matchedBM = new TimeEffectsCollection_BM(elementName, elementGuid, tags,
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parentElement.matchedBM as GameElement_BM, this);
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}
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public override void SetUpInspector()
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{
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base.SetUpInspector();
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Time Effects Collection");
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var timeInputField = inspector.GenerateParameterInputField(this, container, "Time", nameof(time));
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var timeInputField = inspector.GenerateInputField(this, container, "Time", nameof(time));
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var effectNameInputField = inspector.GenerateInputField(container, "Effect Name");
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var addEffectButton = inspector.GenerateButton(this, container, "Add Effect", () =>
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{
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IHaveEffectSubmodule.EffectCollection.TryGetValue("BloomShake", out var effect);
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effectSubmodule.effectCollection["Default"].Add(effect);
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if (IHaveEffectSubmodule.EffectCollection.TryGetValue(effectNameInputField.GetValue<string>(), out var effect))
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{
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effectSubmodule.effectCollection["Default"].Add(effect);
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inspectorMain.SetInspector(this);
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}
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else
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{
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LogWindow.Log("Effect Type not found.", Color.red);
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}
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});
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foreach (var effect in effectSubmodule.effectCollection["Default"])
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@@ -69,21 +82,24 @@ namespace Ichni.RhythmGame
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{
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}
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public TimeEffectsCollection_BM(TimeEffectsCollection timeEffectsCollection)
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public TimeEffectsCollection_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement, TimeEffectsCollection timeEffectsCollection)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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time = timeEffectsCollection.time;
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}
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public override void ExecuteBM()
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{
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matchedElement = TimeEffectsCollection.GenerateElement("Time Effects Collection", elementGuid,
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matchedElement = TimeEffectsCollection.GenerateElement(elementName, elementGuid,
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tags, false, GetElement(attachedElementGuid), time);
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}
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public override GameElement DuplicateBM(GameElement attached)
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{
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return TimeEffectsCollection.GenerateElement("Time Effects Collection", elementGuid,
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return TimeEffectsCollection.GenerateElement(elementName, elementGuid,
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tags, false, attached, time);
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}
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}
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