GraphicEditor基本完成
不过还有优化空间 TODO: 用整个的Rawimage贴图替换beatline
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@@ -9,65 +9,106 @@ using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class FlexibleFloatTab : MonoBehaviour
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{
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public FlexibleFloat flexibleFloat;
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public GraphicalFlexibleFloatWindow FatherWindow;
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public List<EventPoint> eventPoints;
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public RectTransform Area;
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public RectTransform BeatArea;
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public RectTransform XBeatArea;
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public EventPoint eventPoint;
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public GameObject BeatLine;
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public string Title;
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public GameObject FirstBeatLine;
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public FlexibleFloat connectFloat;
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public int BeatDeviver => FatherWindow.BeatDeviver;
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public void Initialize(FlexibleFloat flexibleFloat, string Title)
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public int BeatNextDeviver => FatherWindow.BeatNextDeviver;
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// 初始化函数
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public void Initialize(FlexibleFloat flexibleFloat, string title)
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{
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Title = title;
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ClearChildren(Area);
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ClearChildren(BeatArea);
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eventPoints = new List<EventPoint>();
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connectFloat = flexibleFloat;
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CreateBeatLines();
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CreateEventPoints();
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RedrawEventPoints();
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Area.localPosition = new Vector3(FatherWindow.songBeat * BeatDeviver, 0, 0);
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}
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// 清除子节点
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private void ClearChildren(RectTransform parent)
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{
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for (int i = 0; i < parent.childCount; i++)
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{
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Destroy(parent.GetChild(i).gameObject);
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}
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}
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// 创建节拍线
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private void CreateBeatLines()
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{
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for (int i = 0; i < (int)EditorManager.instance.songInformation.song.length / FatherWindow.timePerBeat; i++)
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{
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GameObject u = Instantiate(BeatLine, BeatArea);
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u.transform.localPosition = new Vector3(BeatDeviver * i, 0, 0);
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if (i == 1) FirstBeatLine = u;
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}
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for (int i = 0; i <= flexibleFloat.animations.Count - 1; i++)
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}
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// 创建事件点
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private void CreateEventPoints()
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{
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for (int i = 0; i <= connectFloat.animations.Count - 1; i++)
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{
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AnimatedFloat animatedFloat = flexibleFloat.animations[i];
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AnimatedFloat animatedFloat = connectFloat.animations[i];
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EventPoint eventPoint = Instantiate(this.eventPoint, Area);
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eventPoint.FatherTab = this;
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eventPoint.Initialize(animatedFloat);
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eventPoints.Add(eventPoint);
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if (i - 1 >= 0)
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{
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eventPoint.LastEventPoint = eventPoints[i - 1];
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eventPoint.LastEventPoint.NextEventPoint = eventPoint;
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}
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else eventPoint.LastEventPoint = null;
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if (i == flexibleFloat.animations.Count - 1) eventPoint.NextEventPoint = null;
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LinkEventPoints(i, eventPoint);
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}
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}
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// 连接事件点
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private void LinkEventPoints(int index, EventPoint eventPoint)
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{
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if (index - 1 >= 0)
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{
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eventPoint.LastEventPoint = eventPoints[index - 1];
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eventPoint.LastEventPoint.NextEventPoint = eventPoint;
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}
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else
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{
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eventPoint.LastEventPoint = null;
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}
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if (index == connectFloat.animations.Count - 1)
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{
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eventPoint.NextEventPoint = null;
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}
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}
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// 重绘事件点
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private void RedrawEventPoints()
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{
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foreach (var i in eventPoints)
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{
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i.ReDraw(scalevalue);
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}
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Area.localPosition = new Vector3(FatherWindow.songBeat * BeatDeviver, 0, 0);
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}
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// 更新函数
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public void Update()
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{
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Area.localPosition = new Vector3(-FatherWindow.songBeat * BeatDeviver, 0, 0);
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BeatArea.localPosition = Area.localPosition;
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Vector3 newPosition = new Vector3(-FatherWindow.songBeat * BeatDeviver, 0, 0);
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Area.localPosition = newPosition;
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BeatArea.localPosition = newPosition;
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XBeatArea.localPosition = newPosition;
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}
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// 添加事件
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public void AddEvent()
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{
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if (Keyboard.current.ctrlKey.isPressed)
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@@ -76,28 +117,53 @@ public class FlexibleFloatTab : MonoBehaviour
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eventPoint.FatherTab = this;
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eventPoint.Initialize(new AnimatedFloat(GetBeat(), GetBeat() + 1f, 0, 0, AnimationCurveType.Linear));
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eventPoints.Insert(FindInsertIndex(eventPoint.animatedFloat.startTime), eventPoint);
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if (eventPoints.IndexOf(eventPoint) - 1 >= 0)
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{
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eventPoint.LastEventPoint = eventPoints[eventPoints.IndexOf(eventPoint) - 1];
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eventPoint.LastEventPoint.NextEventPoint = eventPoint;
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}
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if (eventPoints.IndexOf(eventPoint) + 1 < eventPoints.Count)
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{
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eventPoint.NextEventPoint = eventPoints[eventPoints.IndexOf(eventPoint) + 1];
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eventPoint.animatedFloat.endTime = eventPoint.NextEventPoint.animatedFloat.startTime;
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}
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LinkNewEventPoint(eventPoint);
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eventPoint.ReDraw(scalevalue);
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//print(1);
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eventPoint.selectButton.onClick.Invoke();
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FatherWindow.ChangeValue();
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connectFloat.Add(eventPoint.animatedFloat);
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connectFloat.Sort();
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}
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else
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{
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if (FatherWindow.ConnectedPoint != null) FatherWindow.ConnectedPoint.UpLoad();
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}
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}
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public void SpawnEvent(AnimatedFloat animatedFloat)
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{
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EventPoint eventPoint = Instantiate(this.eventPoint, Area);
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eventPoint.FatherTab = this;
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eventPoint.Initialize(animatedFloat);
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eventPoints.Insert(FindInsertIndex(eventPoint.animatedFloat.startTime), eventPoint);
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LinkNewEventPoint(eventPoint);
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eventPoint.ReDraw(scalevalue);
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connectFloat.Add(eventPoint.animatedFloat);
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connectFloat.Sort();
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}
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// 连接新事件点
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private void LinkNewEventPoint(EventPoint eventPoint)
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{
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int index = eventPoints.IndexOf(eventPoint);
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if (index - 1 >= 0)
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{
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eventPoint.LastEventPoint = eventPoints[index - 1];
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eventPoint.LastEventPoint.NextEventPoint = eventPoint;
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eventPoint.LastEventPoint.ReDraw(scalevalue);
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}
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if (index + 1 < eventPoints.Count)
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{
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eventPoint.NextEventPoint = eventPoints[index + 1];
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eventPoint.animatedFloat.endTime = eventPoint.NextEventPoint.animatedFloat.startTime;
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eventPoint.Initialize(eventPoint.animatedFloat);
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eventPoint.NextEventPoint.LastEventPoint = eventPoint;
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}
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}
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// 查找插入索引
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public int FindInsertIndex(float startTime)
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{
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int low = 0;
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int high = eventPoints.Count - 1;
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while (low <= high)
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{
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int mid = (low + high) / 2;
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@@ -110,51 +176,26 @@ public class FlexibleFloatTab : MonoBehaviour
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high = mid - 1;
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}
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}
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return low;
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}
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float GetBeat()//这里出现问题:转换坐标
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// 获取节拍
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public float GetBeat()
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{
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Vector2 mouseLocalPos = MousePosition2Local();
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float far = BeatArea.transform.localPosition.x;
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int Beat = 0;
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while (far < mouseLocalPos.x)
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float mouseInputX = Mouse.current.position.ReadValue().x;
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float far = BeatArea.transform.position.x;
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float Beat = 0;
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while (far < mouseInputX)
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{
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far += BeatDeviver;
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Beat++;
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far += (FirstBeatLine.transform.position.x - BeatArea.transform.position.x) / BeatNextDeviver;
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Beat += 1f / BeatNextDeviver;
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}
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return FatherWindow.timePerBeat * Beat;
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}
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Vector2 MousePosition2Local()
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{
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Vector2 mousePosition = Mouse.current.position.ReadValue(); // 获取屏幕坐标
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Debug.Log($"Screen Position: {mousePosition}");
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Camera mainCamera;
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if (EditorManager.instance.cameraManager.isSceneCameraActive)
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{
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mainCamera = EditorManager.instance.cameraManager.sceneCamera.sceneCamera;
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}
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else
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{
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mainCamera = EditorManager.instance.cameraManager.gameCamera.camera;
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}
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Vector2 mouseWorldPos = mainCamera.ScreenToWorldPoint(mousePosition); // 屏幕坐标转世界坐标
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Debug.Log($"World Position: {mouseWorldPos}");
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Vector2 mouseLocalPos = transform.parent.transform.InverseTransformPoint(mouseWorldPos); // 世界坐标转本地坐标
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Debug.Log($"Local Position: {mouseLocalPos}");
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return mouseLocalPos;
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return FatherWindow.timePerBeat * (Beat - (1f / BeatNextDeviver));
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}
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public float scalevalue => FatherWindow.scalevalue;
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// 曲线缩放
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public void CurveScale(float value)
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{
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foreach (EventPoint i in eventPoints)
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@@ -162,12 +203,32 @@ public class FlexibleFloatTab : MonoBehaviour
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i.ReDraw(value);
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}
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}
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// 改变X轴节拍
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public void XbeatCnange(int num)
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{
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ClearChildren(XBeatArea);
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for (int i = 1; i < num; i++)
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{
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foreach (Transform child in BeatArea)
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{
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GameObject newChild = Instantiate(child.gameObject, XBeatArea);
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CanvasGroup canvasGroup = newChild.GetComponent<CanvasGroup>();
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newChild.transform.localPosition = new Vector3(child.localPosition.x + ((float)BeatDeviver) / num * i, child.localPosition.y, child.localPosition.z);
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if (canvasGroup == null)
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{
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canvasGroup = newChild.AddComponent<CanvasGroup>();
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}
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canvasGroup.alpha = 0.1f;
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}
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}
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}
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// 移除动画
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public void remoceAnim(AnimatedFloat a)
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{
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if (connectFloat.animations.Contains(a))
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{
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connectFloat.animations.Remove(a);
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}
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}
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