奇怪的调
This commit is contained in:
@@ -49,10 +49,10 @@ MonoBehaviour:
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -261,5 +261,70 @@ namespace Ichni.Editor
|
||||
}
|
||||
Debug.Log("===== =====");
|
||||
}
|
||||
public static void SetNoteHLInGame(bool forceSetOff = false, bool SameTheme = false)
|
||||
{
|
||||
var noteBases = EditorManager.instance.beatmapContainer.gameElementList.OfType<NoteBase>().ToList();
|
||||
|
||||
// 先全部关闭高亮(如果forceSetOff为true)
|
||||
if (forceSetOff)
|
||||
{
|
||||
foreach (var note in noteBases)
|
||||
{
|
||||
note.noteVisual.isHighlighted = false;
|
||||
note.noteVisual.SetHighlight();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 按时间分组
|
||||
var groups = SameTheme
|
||||
? noteBases.GroupBy(n => (object)new { n.exactJudgeTime, Type = n.GetType() })
|
||||
: noteBases.GroupBy(n => (object)n.exactJudgeTime);
|
||||
|
||||
foreach (var group in groups)
|
||||
{
|
||||
if (group.Count() > 1)
|
||||
{
|
||||
foreach (var note in group)
|
||||
{
|
||||
note.noteVisual.isHighlighted = true;
|
||||
note.noteVisual.SetHighlight();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void SetNoteHLInElement(bool forceSetOff = false, bool SameTheme = false)
|
||||
{
|
||||
var noteBases = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<NoteBase>().ToList();
|
||||
|
||||
// 先全部关闭高亮(如果forceSetOff为true)
|
||||
if (forceSetOff)
|
||||
{
|
||||
foreach (var note in noteBases)
|
||||
{
|
||||
note.noteVisual.isHighlighted = false;
|
||||
note.noteVisual.SetHighlight();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 按时间分组
|
||||
var groups = SameTheme
|
||||
? noteBases.GroupBy(n => (object)new { n.exactJudgeTime, Type = n.GetType() })
|
||||
: noteBases.GroupBy(n => (object)n.exactJudgeTime);
|
||||
|
||||
foreach (var group in groups)
|
||||
{
|
||||
if (group.Count() > 1)
|
||||
{
|
||||
foreach (var note in group)
|
||||
{
|
||||
note.noteVisual.isHighlighted = true;
|
||||
note.noteVisual.SetHighlight();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -36,35 +36,52 @@ namespace Ichni.Editor
|
||||
public Vector2 vector2;
|
||||
public void FindTab(GameElement targetElement, bool findparent = false)
|
||||
{
|
||||
if (findparent && targetElement.connectedTab != null)
|
||||
{
|
||||
targetElement.connectedTab.expandButton.onClick.Invoke();
|
||||
return;
|
||||
}
|
||||
else if (targetElement.connectedTab != null)
|
||||
{
|
||||
targetElement.connectedTab.tabButton.onClick.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
FindTab(targetElement.parentElement, true);
|
||||
if (!findparent)
|
||||
{
|
||||
targetElement.connectedTab.tabButton.onClick.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
targetElement.connectedTab.expandButton.onClick.Invoke();
|
||||
return;
|
||||
}
|
||||
//targetElement.SetUpInspector();
|
||||
StartCoroutine(TryGetTab(targetElement));
|
||||
}
|
||||
public IEnumerator TryGetTab(GameElement targetElement)
|
||||
{
|
||||
|
||||
StandardInspectionElement.GenerateForLoading();
|
||||
// 1. 向上找到最近的有Tab的祖先
|
||||
Stack<GameElement> stack = new Stack<GameElement>();
|
||||
GameElement current = targetElement;
|
||||
while (current != null && current.connectedTab == null)
|
||||
{
|
||||
stack.Push(current);
|
||||
current = current.parentElement;
|
||||
}
|
||||
HierarchyTab tab = targetElement.connectedTab;
|
||||
float Tablocalpos = (-tab.transform.localPosition.y) - (tabContainer.sizeDelta.y / 4f);
|
||||
|
||||
// 2. 如果有Tab的祖先存在,依次展开回目标
|
||||
HierarchyTab parentTab = current != null ? current.connectedTab : null;
|
||||
while (stack.Count > 0)
|
||||
{
|
||||
var elem = stack.Pop();
|
||||
// 只展开父Tab,不直接生成Tab
|
||||
if (elem.parentElement != null && elem.parentElement.connectedTab != null && !elem.parentElement.connectedTab.isExpanded)
|
||||
{
|
||||
elem.parentElement.connectedTab.ExpandOrFold();
|
||||
yield return null;
|
||||
}
|
||||
// 等待当前elem的Tab生成
|
||||
while (elem.connectedTab == null)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
parentTab = elem.connectedTab;
|
||||
}
|
||||
|
||||
// 3. 等待目标Tab实例化
|
||||
while (targetElement.connectedTab == null)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
HierarchyTab finalTab = targetElement.connectedTab;
|
||||
float Tablocalpos = (-finalTab.transform.localPosition.y) - (tabContainer.sizeDelta.y / 4f);
|
||||
float pct = Tablocalpos / tabContainer.sizeDelta.y;
|
||||
scrollRect.verticalNormalizedPosition = 1f - pct;
|
||||
finalTab.SelectGameElement();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using Ichni.RhythmGame;
|
||||
using Michsky.MUIP;
|
||||
using Sirenix.Utilities;
|
||||
@@ -83,7 +84,8 @@ namespace Ichni.Editor
|
||||
}
|
||||
public void SetStatus()
|
||||
{
|
||||
expandButton.interactable = !connectedGameElement.childElementList.IsNullOrEmpty();
|
||||
//expandButton.interactable = !connectedGameElement.childElementList.IsNullOrEmpty();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -124,20 +126,18 @@ namespace Ichni.Editor
|
||||
EditorManager.instance.timeline.SetTimeLine(connectedGameElement);
|
||||
}
|
||||
|
||||
private void ExpandOrFold()
|
||||
public void ExpandOrFold()
|
||||
{
|
||||
this.childTabList.RemoveAll(s => s == null);
|
||||
isExpanded = !isExpanded;
|
||||
StartCoroutine(ExpandAnim());
|
||||
ExpandAnim();
|
||||
if (isExpanded)
|
||||
{
|
||||
float startTime = Time.realtimeSinceStartup;
|
||||
connectedGameElement.childElementList.Sort();//TODO: 后续可以让玩家手动快速排序
|
||||
Debug.Log("排序耗时 " + (Time.realtimeSinceStartup - startTime).ToString());
|
||||
StartCoroutine(ExpandOverTime());
|
||||
|
||||
for (var index = 0; index < connectedGameElement.childElementList.Count; index++)
|
||||
{
|
||||
var childElement = connectedGameElement.childElementList[index];
|
||||
EditorManager.instance.uiManager.hierarchy.GenerateTab(childElement, connectedGameElement);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -167,16 +167,25 @@ namespace Ichni.Editor
|
||||
EditorManager.instance.uiManager.hierarchy.tabList.Remove(this);
|
||||
}
|
||||
}
|
||||
private IEnumerator ExpandAnim()
|
||||
private void ExpandAnim()
|
||||
{
|
||||
expandButton.transform.DORotate(new Vector3(0, 0, !isExpanded ? 0f : 180f), 0.2f);
|
||||
}
|
||||
private IEnumerator ExpandOverTime()//帧率过低的时候等一下再实例化
|
||||
{
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
float startTime = Time.realtimeSinceStartup;
|
||||
for (var index = 0; index < connectedGameElement.childElementList.Count; index++)
|
||||
{
|
||||
expandButton.transform.GetComponentInChildren<TMP_Text>().rectTransform.localRotation =
|
||||
Quaternion.Euler(0, 0, isExpanded ? 18 * i : 180 - 18 * i);
|
||||
yield return null;
|
||||
int hasYield = 0;
|
||||
while (Time.realtimeSinceStartup - startTime > 1f / EditorManager.instance.editorSettings.frameRate * 3f && hasYield <= 2)
|
||||
{
|
||||
yield return null;
|
||||
hasYield += 1;
|
||||
}
|
||||
var childElement = connectedGameElement.childElementList[index];
|
||||
EditorManager.instance.uiManager.hierarchy.GenerateTab(childElement, connectedGameElement);
|
||||
}
|
||||
expandButton.transform.GetComponentInChildren<TMP_Text>().rectTransform.localRotation = Quaternion.Euler(0, 0, isExpanded ? 180 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
namespace Ichni.Editor
|
||||
{
|
||||
public static class StandardInspectionElement
|
||||
{
|
||||
private static IHaveInspection inspector => EditorManager.instance.uiManager.inspector;
|
||||
private static Inspector inspectorUI => EditorManager.instance.uiManager.inspector;
|
||||
public static void GenerateForTransform(GameElement gameElement, DynamicUIContainer generateContainer = null)//关于有Transform
|
||||
{
|
||||
if (generateContainer is null)
|
||||
{
|
||||
generateContainer = inspector.GenerateContainer("Generate Elements");
|
||||
}
|
||||
var animationSubcontainer = generateContainer.GenerateSubcontainer(3);
|
||||
var displacementButton = inspector.GenerateButton(gameElement, animationSubcontainer, "Displacement", () =>
|
||||
{
|
||||
Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, gameElement,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //位移
|
||||
|
||||
var swirlButton = inspector.GenerateButton(gameElement, animationSubcontainer, "Swirl", () =>
|
||||
{
|
||||
Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, gameElement,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //旋转
|
||||
var scaleButton = inspector.GenerateButton(gameElement, animationSubcontainer, "Scale", () =>
|
||||
{
|
||||
Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, gameElement,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //缩放
|
||||
}
|
||||
public static void GenerateForLoading()
|
||||
{
|
||||
inspectorUI.ClearInspector();
|
||||
var container = inspector.GenerateContainer("Loading");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97779e95563721b4e8d4a28bb0d46cb9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -56,7 +56,7 @@ namespace Ichni.RhythmGame
|
||||
var crossTrackPoint = inspector.GenerateButton(this, generateBase, "Cross Track Point",
|
||||
() => CrossTrackPoint.GenerateElement("New Cross Track Point", Guid.NewGuid(), new List<string>(), true,
|
||||
this, new FlexibleInt(), new FlexibleFloat()));
|
||||
|
||||
StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
|
||||
var generateNote = container.GenerateSubcontainer(3);
|
||||
var tapButton = inspector.GenerateButton(this, generateNote, "Tap",
|
||||
() => Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, this, 0f));
|
||||
@@ -76,18 +76,7 @@ namespace Ichni.RhythmGame
|
||||
() => TimeEffectsCollection.GenerateElement("New Time Effects Collection", Guid.NewGuid(),
|
||||
new List<string>(), true, this, 0));
|
||||
|
||||
var generateAnimation = container.GenerateSubcontainer(3);
|
||||
var displacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
|
||||
() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var swirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
|
||||
() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var scaleButton = inspector.GenerateButton(this, generateAnimation, "Scale", () =>
|
||||
{
|
||||
Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //缩放
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Ichni.RhythmGame
|
||||
public static EnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isStatic)
|
||||
{
|
||||
EnvironmentObject environmentObject =
|
||||
EnvironmentObject environmentObject =
|
||||
SubstantialObject.GenerateElement(elementName, id, tags, isFirstGenerated, themeBundleName, objectName, parentElement)
|
||||
.GetComponent<EnvironmentObject>();
|
||||
|
||||
@@ -30,34 +30,26 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new EnvironmentObject_BM(elementName, elementGuid, tags,
|
||||
matchedBM = new EnvironmentObject_BM(elementName, elementGuid, tags,
|
||||
parentElement.matchedBM as GameElement_BM, themeBundleName, objectName, isStatic);
|
||||
}
|
||||
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
base.SetUpInspector();
|
||||
|
||||
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
var container = inspector.GenerateContainer("Generate");
|
||||
|
||||
|
||||
var objectSettings = container.GenerateSubcontainer(3);
|
||||
var environmentObjectButton = inspector.GenerateButton(this, objectSettings, "Environment Object",
|
||||
() => TemporaryObject.GenerateElement("New Environment Object", Guid.NewGuid(), new List<string>(),
|
||||
true, this));
|
||||
var isStaticToggle = inspector.GenerateToggle(this, objectSettings, "Is Static", nameof(isStatic))
|
||||
.AddListenerFunction(() => gameObject.isStatic = isStatic);
|
||||
StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
|
||||
|
||||
var generateAnimation = container.GenerateSubcontainer(3);
|
||||
var generateDisplacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
|
||||
() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true,
|
||||
this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var generateSwirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
|
||||
() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true,
|
||||
this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var generateScaleButton = inspector.GenerateButton(this, generateAnimation, "Scale",
|
||||
() => Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true,
|
||||
this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var generateBaseColorChangeButton = inspector.GenerateButton(this, generateAnimation, "Base Color Change",
|
||||
() => BaseColorChange.GenerateElement("New Base Color Change", Guid.NewGuid(), new List<string>(), true,
|
||||
this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
@@ -67,7 +59,7 @@ namespace Ichni.RhythmGame
|
||||
() => EmissionColorChange.GenerateElement("New Emission Color Change", Guid.NewGuid(), new List<string>(), true,
|
||||
this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -92,12 +84,12 @@ namespace Ichni.RhythmGame
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName,GetElement(attachedElementGuid), isStatic);
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic);
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return EnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
|
||||
return EnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
|
||||
themeBundleName, objectName, parent, isStatic);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,13 +68,9 @@ namespace Ichni.RhythmGame
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
base.SetUpInspector();
|
||||
var container = inspector.GenerateContainer("Generate");
|
||||
StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
|
||||
|
||||
var generateAnimation = container.GenerateSubcontainer(3);
|
||||
var displacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
|
||||
() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var swirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
|
||||
() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
|
||||
var extensionButton = inspector.GenerateButton(this, generateAnimation, "Extension",
|
||||
() => GameCameraExtension.GenerateElement("New Extension", Guid.NewGuid(),
|
||||
|
||||
@@ -160,9 +160,28 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
base.SetUpInspector();
|
||||
|
||||
//
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
var container = inspector.GenerateContainer("Element Info");
|
||||
|
||||
//基础信息
|
||||
var info = container.GenerateSubcontainer(3);
|
||||
var nameInputField = inspector.GenerateInputField(this, info, GetType().Name + "'s Name", nameof(elementName));
|
||||
var guidText = inspector.GenerateParameterText(this, info, "Element GUID", nameof(elementGuid));
|
||||
var tagsListButton = inspector.GenerateButton(this, info, "Tags List", () =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Tags List", nameof(tags)).SetAsStringList();
|
||||
});
|
||||
if (noteVisual != null)
|
||||
{
|
||||
noteVisual.transformSubmodule.SetUpInspector();
|
||||
}
|
||||
//次级模块
|
||||
foreach (var submodule in submoduleList)
|
||||
{
|
||||
submodule.SetUpInspector();
|
||||
}
|
||||
//为了设置便捷Transform编辑手动更改原方法而不是用Base
|
||||
|
||||
var infoContainer = inspector.GenerateContainer("Note Info");
|
||||
var noteBaseSettings = infoContainer.GenerateSubcontainer(3);
|
||||
|
||||
@@ -50,21 +50,10 @@ namespace Ichni.RhythmGame
|
||||
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
var container = inspector.GenerateContainer("Generate");
|
||||
var generateAnimation = container.GenerateSubcontainer(3);
|
||||
var displacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
|
||||
() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var swirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
|
||||
() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
|
||||
var scaleButton = inspector.GenerateButton(this, generateAnimation, "Scale", () =>
|
||||
{
|
||||
Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //缩放
|
||||
StandardInspectionElement.GenerateForTransform(this, container);
|
||||
|
||||
var settings = inspector.GenerateContainer("Settings");
|
||||
var settingsSubcontainer = container.GenerateSubcontainer(3);
|
||||
var settingsSubcontainer = settings.GenerateSubcontainer(3);
|
||||
var highlightToggle =
|
||||
inspector.GenerateToggle(this, settingsSubcontainer, "Highlight", nameof(isHighlighted))
|
||||
.AddListenerFunction(SetHighlight);
|
||||
|
||||
@@ -162,24 +162,24 @@ namespace Ichni.RhythmGame
|
||||
|
||||
var flickButton = inspector.GenerateButton(this, noteSubcontainer, "Flick",
|
||||
() => { Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, this, 0f, new List<Vector2>()); }); //Note Flick
|
||||
StandardInspectionElement.GenerateForTransform(this, generateContainer); //关于有Transform的元素
|
||||
// var animationSubcontainer = generateContainer.GenerateSubcontainer(3);
|
||||
// var displacementButton = inspector.GenerateButton(this, animationSubcontainer, "Displacement", () =>
|
||||
// {
|
||||
// Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
|
||||
// new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
// }); //位移
|
||||
|
||||
var animationSubcontainer = generateContainer.GenerateSubcontainer(3);
|
||||
var displacementButton = inspector.GenerateButton(this, animationSubcontainer, "Displacement", () =>
|
||||
{
|
||||
Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //位移
|
||||
|
||||
var swirlButton = inspector.GenerateButton(this, animationSubcontainer, "Swirl", () =>
|
||||
{
|
||||
Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //旋转
|
||||
var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () =>
|
||||
{
|
||||
Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //缩放
|
||||
// var swirlButton = inspector.GenerateButton(this, animationSubcontainer, "Swirl", () =>
|
||||
// {
|
||||
// Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
|
||||
// new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
// }); //旋转
|
||||
// var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () =>
|
||||
// {
|
||||
// Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
|
||||
// new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
// }); //缩放
|
||||
if (trackPathSubmodule != null)
|
||||
{
|
||||
trackPathButton.button.interactable = false;
|
||||
|
||||
@@ -69,6 +69,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
|
||||
StandardInspectionElement.GenerateForTransform(this); //关于有Transform的元素
|
||||
|
||||
var container = inspector.GenerateContainer("Trail");
|
||||
|
||||
|
||||
@@ -123,7 +123,7 @@ namespace Ichni.Editor
|
||||
List<Vector3> newPositions = new List<Vector3>();
|
||||
|
||||
// 添加距离检测逻辑
|
||||
bool withinDistance = Vector3.Distance(sceneCamera.transform.position, point) <= 100f;
|
||||
bool withinDistance = Vector3.Distance(sceneCamera.transform.position, point) <= 50f;
|
||||
|
||||
for (float x = minX; x <= maxX; x += step)
|
||||
{
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Ichni.Editor
|
||||
public class GridController : MonoBehaviour, IBaseElement
|
||||
{
|
||||
public BaseElement_BM matchedBM { get; set; }
|
||||
|
||||
|
||||
public EditorGrid yPlaneGrid;
|
||||
public EditorGrid xPlaneGrid;
|
||||
public EditorGrid zPlaneGrid;
|
||||
@@ -34,18 +34,18 @@ namespace Ichni.Editor
|
||||
public void SetUpInspector()
|
||||
{
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
|
||||
|
||||
var container = inspector.GenerateContainer("Grid Controller");
|
||||
|
||||
|
||||
//网格设置
|
||||
var gridSettings = container.GenerateSubcontainer(3);
|
||||
var yPlaneToggle =
|
||||
var yPlaneToggle =
|
||||
inspector.GenerateToggle(this, gridSettings, "Y Plane", nameof(yPlaneEnabled))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
var xPlaneToggle =
|
||||
var xPlaneToggle =
|
||||
inspector.GenerateToggle(this, gridSettings, "X Plane", nameof(xPlaneEnabled))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
var zPlaneToggle =
|
||||
var zPlaneToggle =
|
||||
inspector.GenerateToggle(this, gridSettings, "Z Plane", nameof(zPlaneEnabled))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace Ichni.Editor
|
||||
xPlaneGrid.gameObject.SetActive(xPlaneEnabled);
|
||||
zPlaneGrid.gameObject.SetActive(zPlaneEnabled);
|
||||
yPlaneGrid.isShowingPositionText = isYPlaneShowingPositionText;
|
||||
|
||||
|
||||
if (!yPlaneGrid.isShowingPositionText)
|
||||
{
|
||||
foreach (KeyValuePair<GameObject, Vector3> positionText in yPlaneGrid.positionTexts)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23c9ee719a4d6cf47b3b330d589b7a1d
|
||||
guid: 164e0d19daa7a6f468776820913d9eda
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -211,7 +211,6 @@ trackPercentPoint使用0到1的值代表track进程,配合trail使用可以实
|
||||
|
||||
trail配有位置,材质,颜色等
|
||||
|
||||
目前Trail只能在trackPercentPoint下生成,但是有一点~~奇技淫巧~~是可以把他复制出来然后直接粘贴在folder下,这样就可以通过事件控制他了
|
||||
>**编辑器存在的Bug**
|
||||
>目前的Trail在暂停时会消失,这是很头疼的一个点,因为Unity组件原生原因,这个Bug不大可能修复
|
||||
>当然你不用担心,本体不会出现这个问题,如果没事,做完动效再播放一遍就是原本的效果了
|
||||
|
||||
Reference in New Issue
Block a user