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File diff suppressed because one or more lines are too long
@@ -15,11 +15,16 @@ namespace Ichni.Editor
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public TMP_InputField startValueInputField;
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public TMP_InputField endValueInputField;
|
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public TMP_Dropdown animationCurveTypeDropdown;
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public override void SetUnit(CompositeParameterWindow window, object itemContent)
|
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{
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startTimeInputField.text = "0";
|
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endTimeInputField.text = "0";
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startValueInputField.text = "0";
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endValueInputField.text = "0";
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animationCurveTypeDropdown.value = 0;
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compositeParameterWindow = window;
|
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|
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startTimeInputField.text = animatedFloat.startTime.ToString();
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endTimeInputField.text = animatedFloat.endTime.ToString();
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@@ -29,14 +34,14 @@ namespace Ichni.Editor
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List<string> enumNameList = System.Enum.GetNames(typeof(AnimationCurveType)).ToList();
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animationCurveTypeDropdown.AddOptions(enumNameList);
|
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animationCurveTypeDropdown.value = (int)animatedFloat.animationCurveType;
|
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startTimeInputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
|
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endTimeInputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
|
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startValueInputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
|
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endValueInputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
|
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animationCurveTypeDropdown.onValueChanged.AddListener(_ => compositeParameterWindow.ApplyParameters());
|
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|
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|
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removeButton.onClick.AddListener(() =>
|
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{
|
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compositeParameterWindow.RemoveUnit(this);
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@@ -23,7 +23,13 @@ namespace Ichni.Editor
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compositeParameterWindow.Initialize(baseElement, title, parameterName);
|
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return compositeParameterWindow;
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}
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public GraphicalFlexibleFloatWindow GenerateGraphicalFlexibleFloatWindow(IBaseElement baseElement, string title, FlexibleFloat[] FlexibleFloats, string[] subTitle)
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{
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GraphicalFlexibleFloatWindow graphicalFlexibleFloatWindow = Object.Instantiate(EditorManager.instance.basePrefabs.graphicalFlexibleFloatWindow, EditorManager.instance.uiManager.inspector.inspectorCanvas.GetComponent<RectTransform>())
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.GetComponent<GraphicalFlexibleFloatWindow>();
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graphicalFlexibleFloatWindow.Initialize(baseElement, title, FlexibleFloats, subTitle);
|
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return graphicalFlexibleFloatWindow;
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}
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public DynamicUIContainer GenerateContainer(string title)
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{
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DynamicUIContainer container =
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@@ -88,8 +94,8 @@ namespace Ichni.Editor
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container.dynamicUIElements.Add(inputField);
|
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return inputField;
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}
|
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public DynamicUIVector3InputField GenerateVector3InputField(DynamicUIContainer container, string title,
|
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|
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public DynamicUIVector3InputField GenerateVector3InputField(DynamicUIContainer container, string title,
|
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Vector3 defaultVector3 = default)
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{
|
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DynamicUIVector3InputField vector3InputField =
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@@ -17,21 +17,21 @@ namespace Ichni.RhythmGame
|
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private TransformSubmodule targetTransformSubmodule;
|
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public FlexibleFloat positionX, positionY, positionZ;
|
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|
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public static Displacement GenerateElement(string elementName, Guid id,
|
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public static Displacement GenerateElement(string elementName, Guid id,
|
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
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FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
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{
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Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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displacement.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
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displacement.animatedObject = animatedObject;
|
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|
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displacement.positionX = positionX;
|
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displacement.positionY = positionY;
|
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displacement.positionZ = positionZ;
|
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displacement.animationReturnType = FlexibleReturnType.Before;
|
||||
|
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displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
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//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
|
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@@ -44,9 +44,9 @@ namespace Ichni.RhythmGame
|
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positionX.UpdateFlexibleFloat(songTime);
|
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positionY.UpdateFlexibleFloat(songTime);
|
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positionZ.UpdateFlexibleFloat(songTime);
|
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|
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
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positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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||||
|
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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{
|
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animationReturnType = FlexibleReturnType.MiddleExecuting;
|
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@@ -68,12 +68,12 @@ namespace Ichni.RhythmGame
|
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positionZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
|
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}
|
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}
|
||||
|
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public partial class Displacement
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{
|
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
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matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
|
||||
}
|
||||
|
||||
@@ -97,21 +97,27 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Position Z", nameof(positionZ)).SetAsFlexibleFloat();
|
||||
});
|
||||
var GraphicEditor = inspector.GenerateButton(this, container, "GraphicEditor",
|
||||
() =>
|
||||
{
|
||||
inspector.GenerateGraphicalFlexibleFloatWindow(this, "Displacement",
|
||||
new FlexibleFloat[] { positionX, positionY, positionZ }, new string[] { "PosX", "PosY", "PosZ" });
|
||||
});
|
||||
container.SetDeviver(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class Displacement_BM : AnimationBase_BM
|
||||
{
|
||||
public FlexibleFloat_BM positionX, positionY, positionZ;
|
||||
|
||||
|
||||
public Displacement_BM()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
GameElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
@@ -120,10 +126,10 @@ namespace Ichni.RhythmGame
|
||||
this.positionY = positionY;
|
||||
this.positionZ = positionZ;
|
||||
}
|
||||
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
|
||||
matchedElement = Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
|
||||
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
|
||||
}
|
||||
|
||||
|
||||
47
Assets/Scripts/Graphical Animation Editor/EventPoint.cs
Normal file
47
Assets/Scripts/Graphical Animation Editor/EventPoint.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EventPoint : MonoBehaviour
|
||||
{
|
||||
public AnimatedFloat animatedFloat;
|
||||
public EventPoint LastEventPoint;
|
||||
public EventPoint NextEventPoint;
|
||||
|
||||
public Image EvDrawimage;
|
||||
public Image OvDrawimage;
|
||||
|
||||
public RectTransform LeftSide;
|
||||
public RectTransform RightSide;
|
||||
public Button selectButton;
|
||||
|
||||
public FlexibleFloatTab FatherTab;
|
||||
public int BeatDeviver => FatherTab.BeatDeviver;
|
||||
public void Initialize(AnimatedFloat animatedFloat)
|
||||
{
|
||||
this.animatedFloat = animatedFloat;
|
||||
transform.localPosition = new Vector3(
|
||||
animatedFloat.startTime / EditorManager.instance.timeline.timePerBeat * BeatDeviver, 0, 0
|
||||
);
|
||||
RightSide.localPosition = new Vector3(
|
||||
(animatedFloat.endTime - animatedFloat.startTime) / EditorManager.instance.timeline.timePerBeat * BeatDeviver, 0, 0);
|
||||
|
||||
EvDrawimage.rectTransform.sizeDelta = new Vector2(RightSide.localPosition.x - transform.localPosition.x, EvDrawimage.rectTransform.sizeDelta.y);
|
||||
EvDrawimage.transform.localPosition = new Vector3(EvDrawimage.rectTransform.sizeDelta.x / 2, 0, 0);
|
||||
OvDrawimage.transform.localPosition = RightSide.localPosition;
|
||||
|
||||
|
||||
|
||||
ReDraw();
|
||||
}
|
||||
|
||||
private void ReDraw()
|
||||
{
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Graphical Animation Editor/EventPoint.cs.meta
Normal file
11
Assets/Scripts/Graphical Animation Editor/EventPoint.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4c5757a536b2e14bbb3c3fa2ed0a8e4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,56 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Data;
|
||||
using Ichni;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
|
||||
public class FlexibleFloatTab : MonoBehaviour
|
||||
{
|
||||
public FlexibleFloat flexibleFloat;
|
||||
|
||||
public GraphicalFlexibleFloatWindow FatherWindow;
|
||||
|
||||
public List<EventPoint> eventPoints;
|
||||
|
||||
public RectTransform Area;
|
||||
public RectTransform BeatArea;
|
||||
|
||||
public EventPoint eventPoint;
|
||||
public GameObject BeatLine;
|
||||
|
||||
public int BeatDeviver => FatherWindow.BeatDeviver;
|
||||
public void Initialize(FlexibleFloat flexibleFloat, string Title)
|
||||
{
|
||||
for (int i = 0; i < (int)EditorManager.instance.songInformation.song.length / FatherWindow.timePerBeat; i++)
|
||||
{
|
||||
GameObject u = Instantiate(BeatLine, BeatArea);
|
||||
u.transform.localPosition = new Vector3(BeatDeviver * i, 0, 0);
|
||||
}
|
||||
for (int i = 0; i <= flexibleFloat.animations.Count - 1; i++)
|
||||
{
|
||||
AnimatedFloat animatedFloat = flexibleFloat.animations[i];
|
||||
EventPoint eventPoint = Instantiate(this.eventPoint, Area);
|
||||
eventPoint.FatherTab = this;
|
||||
eventPoint.Initialize(animatedFloat);
|
||||
eventPoints.Add(eventPoint);
|
||||
if (i - 1 >= 0)
|
||||
{
|
||||
eventPoint.LastEventPoint = eventPoints[i - 1];
|
||||
eventPoint.LastEventPoint.NextEventPoint = eventPoint;
|
||||
}
|
||||
else eventPoint.LastEventPoint = null;
|
||||
if (i == flexibleFloat.animations.Count - 1) eventPoint.NextEventPoint = null;
|
||||
|
||||
|
||||
|
||||
}
|
||||
Area.localPosition = new Vector3(FatherWindow.songBeat * BeatDeviver, 0, 0);
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
|
||||
Area.localPosition = new Vector3(-FatherWindow.songBeat * BeatDeviver, 0, 0);
|
||||
BeatArea.localPosition = Area.localPosition;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20904e6182baed446b49fe294fad22b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Ichni;
|
||||
using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GraphicalFlexibleFloatWindow : MovableWindow
|
||||
{
|
||||
public Button addNewUnitButton;
|
||||
public FlexibleFloatTab unitPrefab;
|
||||
public IBaseElement connectedBaseElement;
|
||||
public List<FlexibleFloatTab> unitList;
|
||||
public string parameterName;
|
||||
public UnityAction ApplyParameters;
|
||||
|
||||
|
||||
public float songTime => EditorManager.instance.songInformation.songTime;
|
||||
public float songBeat => EditorManager.instance.songInformation.songBeat;
|
||||
public float beatmapStartTime => -EditorManager.instance.songInformation.delay;
|
||||
public float timePerBeat => 60f / EditorManager.instance.songInformation.bpm;
|
||||
|
||||
public int BeatDeviver = 100;
|
||||
public void Initialize(IBaseElement baseElement, string title, FlexibleFloat[] FlexibleFloats, string[] Subtitles)
|
||||
{
|
||||
transform.localScale = Vector3.zero;
|
||||
this.connectedBaseElement = baseElement;
|
||||
this.title.text = title;
|
||||
unitList = new List<FlexibleFloatTab>();
|
||||
for (int i = 0; i <= FlexibleFloats.Length - 1; i++)
|
||||
{
|
||||
AddUnit(FlexibleFloats[i], Subtitles[i]);
|
||||
}
|
||||
|
||||
closeButton.onClick.AddListener(Quit);
|
||||
StartCoroutine(WindowAnim.ShowPanelOnScale(gameObject));
|
||||
ApplyParameters = () =>
|
||||
{
|
||||
|
||||
|
||||
for (int i = 0; i <= unitList.Count - 1; i++)
|
||||
{
|
||||
unitList[i].flexibleFloat.Sort();
|
||||
}
|
||||
//Dangered
|
||||
//connectedBaseElement.SetParameter(parameterName, unitList.Select(unit => unit.flexibleFloat).ToArray());
|
||||
};
|
||||
}
|
||||
public void AddUnit(FlexibleFloat flexibleFloat, string Subtitle)
|
||||
{
|
||||
flexibleFloat.Sort();
|
||||
FlexibleFloatTab flexibleFloatTab = Instantiate(unitPrefab, windowRect);
|
||||
flexibleFloatTab.FatherWindow = this;
|
||||
unitList.Add(flexibleFloatTab);
|
||||
flexibleFloatTab.Initialize(flexibleFloat, Subtitle);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void Quit()
|
||||
{
|
||||
ApplyParameters();
|
||||
//StartCoroutine(WindowAnim.HidePanel(gameObject, true));
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9ccff815b775ec48abb8e62577257f8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -36,8 +36,8 @@ public class BasePrefabsCollection : SerializedScriptableObject
|
||||
public GameObject vignetteEffect;
|
||||
|
||||
[Title("Inspector相关")]
|
||||
public GameObject inspectorSecondaryWindow;
|
||||
|
||||
public GameObject inspectorSecondaryWindow;
|
||||
|
||||
[Title("DynamicUI相关-Simple")]
|
||||
public GameObject dynamicUIContainer;
|
||||
public GameObject inputField;
|
||||
@@ -58,8 +58,12 @@ public class BasePrefabsCollection : SerializedScriptableObject
|
||||
public GameObject animatedBoolUnit;
|
||||
public GameObject customCurveKeyframeUnit;
|
||||
public GameObject customCurveWrapModeUnit;
|
||||
|
||||
[Title("Background相关")]
|
||||
[Title("图形化动画编辑器")]
|
||||
public GameObject graphicalFlexibleFloatWindow;
|
||||
|
||||
//采音器
|
||||
|
||||
[Title("Background相关")]
|
||||
public Sprite defaultBackground;
|
||||
public Material defaultSkyboxMaterial;
|
||||
}
|
||||
|
||||
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user