事件编辑器初步
待办: 添加删除 复制粘贴 曲线预览
This commit is contained in:
@@ -17,21 +17,21 @@ namespace Ichni.RhythmGame
|
||||
private TransformSubmodule targetTransformSubmodule;
|
||||
public FlexibleFloat positionX, positionY, positionZ;
|
||||
|
||||
public static Displacement GenerateElement(string elementName, Guid id,
|
||||
public static Displacement GenerateElement(string elementName, Guid id,
|
||||
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
||||
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
|
||||
{
|
||||
Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
|
||||
|
||||
displacement.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
||||
|
||||
|
||||
displacement.animatedObject = animatedObject;
|
||||
|
||||
|
||||
displacement.positionX = positionX;
|
||||
displacement.positionY = positionY;
|
||||
displacement.positionZ = positionZ;
|
||||
displacement.animationReturnType = FlexibleReturnType.Before;
|
||||
|
||||
|
||||
displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
||||
//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
|
||||
@@ -44,9 +44,9 @@ namespace Ichni.RhythmGame
|
||||
positionX.UpdateFlexibleFloat(songTime);
|
||||
positionY.UpdateFlexibleFloat(songTime);
|
||||
positionZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
||||
positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
||||
|
||||
if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
||||
positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
||||
positionZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
@@ -68,12 +68,12 @@ namespace Ichni.RhythmGame
|
||||
positionZ.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public partial class Displacement
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
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());
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user