奇怪的调
This commit is contained in:
@@ -56,7 +56,7 @@ namespace Ichni.RhythmGame
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var crossTrackPoint = inspector.GenerateButton(this, generateBase, "Cross Track Point",
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() => CrossTrackPoint.GenerateElement("New Cross Track Point", Guid.NewGuid(), new List<string>(), true,
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this, new FlexibleInt(), new FlexibleFloat()));
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StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
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var generateNote = container.GenerateSubcontainer(3);
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var tapButton = inspector.GenerateButton(this, generateNote, "Tap",
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() => Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, this, 0f));
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@@ -76,18 +76,7 @@ namespace Ichni.RhythmGame
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() => TimeEffectsCollection.GenerateElement("New Time Effects Collection", Guid.NewGuid(),
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new List<string>(), true, this, 0));
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var generateAnimation = container.GenerateSubcontainer(3);
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var displacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
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() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var swirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
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() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var scaleButton = inspector.GenerateButton(this, generateAnimation, "Scale", () =>
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{
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Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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}); //缩放
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}
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}
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@@ -15,7 +15,7 @@ namespace Ichni.RhythmGame
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public static EnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isStatic)
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{
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EnvironmentObject environmentObject =
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EnvironmentObject environmentObject =
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SubstantialObject.GenerateElement(elementName, id, tags, isFirstGenerated, themeBundleName, objectName, parentElement)
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.GetComponent<EnvironmentObject>();
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@@ -30,34 +30,26 @@ 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 EnvironmentObject_BM(elementName, elementGuid, tags,
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matchedBM = new EnvironmentObject_BM(elementName, elementGuid, tags,
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parentElement.matchedBM as GameElement_BM, themeBundleName, objectName, isStatic);
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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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var container = inspector.GenerateContainer("Generate");
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var objectSettings = container.GenerateSubcontainer(3);
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var environmentObjectButton = inspector.GenerateButton(this, objectSettings, "Environment Object",
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() => TemporaryObject.GenerateElement("New Environment Object", Guid.NewGuid(), new List<string>(),
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true, this));
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var isStaticToggle = inspector.GenerateToggle(this, objectSettings, "Is Static", nameof(isStatic))
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.AddListenerFunction(() => gameObject.isStatic = isStatic);
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StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
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var generateAnimation = container.GenerateSubcontainer(3);
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var generateDisplacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
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() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true,
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this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var generateSwirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
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() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true,
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this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var generateScaleButton = inspector.GenerateButton(this, generateAnimation, "Scale",
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() => Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true,
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this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var generateBaseColorChangeButton = inspector.GenerateButton(this, generateAnimation, "Base Color Change",
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() => BaseColorChange.GenerateElement("New Base Color Change", Guid.NewGuid(), new List<string>(), true,
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this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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@@ -67,7 +59,7 @@ namespace Ichni.RhythmGame
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() => EmissionColorChange.GenerateElement("New Emission Color Change", Guid.NewGuid(), new List<string>(), true,
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this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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}
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}
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}
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@@ -92,12 +84,12 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
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themeBundleName, objectName,GetElement(attachedElementGuid), isStatic);
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic);
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return EnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
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return EnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
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themeBundleName, objectName, parent, isStatic);
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}
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}
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@@ -68,13 +68,9 @@ namespace Ichni.RhythmGame
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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base.SetUpInspector();
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var container = inspector.GenerateContainer("Generate");
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StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
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var generateAnimation = container.GenerateSubcontainer(3);
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var displacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
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() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var swirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
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() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var extensionButton = inspector.GenerateButton(this, generateAnimation, "Extension",
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() => GameCameraExtension.GenerateElement("New Extension", Guid.NewGuid(),
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@@ -160,9 +160,28 @@ namespace Ichni.RhythmGame
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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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//
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Element Info");
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//基础信息
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var info = container.GenerateSubcontainer(3);
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var nameInputField = inspector.GenerateInputField(this, info, GetType().Name + "'s Name", nameof(elementName));
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var guidText = inspector.GenerateParameterText(this, info, "Element GUID", nameof(elementGuid));
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var tagsListButton = inspector.GenerateButton(this, info, "Tags List", () =>
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{
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inspector.GenerateCompositeParameterWindow(this, "Tags List", nameof(tags)).SetAsStringList();
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});
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if (noteVisual != null)
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{
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noteVisual.transformSubmodule.SetUpInspector();
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}
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//次级模块
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foreach (var submodule in submoduleList)
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{
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submodule.SetUpInspector();
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}
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//为了设置便捷Transform编辑手动更改原方法而不是用Base
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var infoContainer = inspector.GenerateContainer("Note Info");
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var noteBaseSettings = infoContainer.GenerateSubcontainer(3);
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@@ -50,21 +50,10 @@ namespace Ichni.RhythmGame
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Generate");
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var generateAnimation = container.GenerateSubcontainer(3);
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var displacementButton = inspector.GenerateButton(this, generateAnimation, "Displacement",
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() => Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var swirlButton = inspector.GenerateButton(this, generateAnimation, "Swirl",
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() => Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
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var scaleButton = inspector.GenerateButton(this, generateAnimation, "Scale", () =>
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{
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Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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}); //缩放
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StandardInspectionElement.GenerateForTransform(this, container);
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var settings = inspector.GenerateContainer("Settings");
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var settingsSubcontainer = container.GenerateSubcontainer(3);
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var settingsSubcontainer = settings.GenerateSubcontainer(3);
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var highlightToggle =
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inspector.GenerateToggle(this, settingsSubcontainer, "Highlight", nameof(isHighlighted))
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.AddListenerFunction(SetHighlight);
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@@ -162,24 +162,24 @@ namespace Ichni.RhythmGame
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var flickButton = inspector.GenerateButton(this, noteSubcontainer, "Flick",
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() => { Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, this, 0f, new List<Vector2>()); }); //Note Flick
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StandardInspectionElement.GenerateForTransform(this, generateContainer); //关于有Transform的元素
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// var animationSubcontainer = generateContainer.GenerateSubcontainer(3);
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// var displacementButton = inspector.GenerateButton(this, animationSubcontainer, "Displacement", () =>
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// {
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// Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
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// new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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// }); //位移
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var animationSubcontainer = generateContainer.GenerateSubcontainer(3);
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var displacementButton = inspector.GenerateButton(this, animationSubcontainer, "Displacement", () =>
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{
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Displacement.GenerateElement("New Displacement", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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}); //位移
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var swirlButton = inspector.GenerateButton(this, animationSubcontainer, "Swirl", () =>
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{
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Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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}); //旋转
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var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () =>
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{
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Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
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new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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}); //缩放
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// var swirlButton = inspector.GenerateButton(this, animationSubcontainer, "Swirl", () =>
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// {
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// Swirl.GenerateElement("New Swirl", Guid.NewGuid(), new List<string>(), true, this,
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// new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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// }); //旋转
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// var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () =>
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// {
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// Scale.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
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// new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
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// }); //缩放
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if (trackPathSubmodule != null)
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{
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trackPathButton.button.interactable = false;
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@@ -69,6 +69,7 @@ namespace Ichni.RhythmGame
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
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StandardInspectionElement.GenerateForTransform(this); //关于有Transform的元素
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var container = inspector.GenerateContainer("Trail");
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@@ -123,7 +123,7 @@ namespace Ichni.Editor
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List<Vector3> newPositions = new List<Vector3>();
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// 添加距离检测逻辑
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bool withinDistance = Vector3.Distance(sceneCamera.transform.position, point) <= 100f;
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bool withinDistance = Vector3.Distance(sceneCamera.transform.position, point) <= 50f;
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for (float x = minX; x <= maxX; x += step)
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{
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@@ -11,7 +11,7 @@ namespace Ichni.Editor
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public class GridController : MonoBehaviour, IBaseElement
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{
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public BaseElement_BM matchedBM { get; set; }
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public EditorGrid yPlaneGrid;
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public EditorGrid xPlaneGrid;
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public EditorGrid zPlaneGrid;
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@@ -34,18 +34,18 @@ namespace Ichni.Editor
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public void SetUpInspector()
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Grid Controller");
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//网格设置
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var gridSettings = container.GenerateSubcontainer(3);
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var yPlaneToggle =
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var yPlaneToggle =
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inspector.GenerateToggle(this, gridSettings, "Y Plane", nameof(yPlaneEnabled))
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.AddListenerFunction(RefreshPlanes);
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var xPlaneToggle =
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var xPlaneToggle =
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inspector.GenerateToggle(this, gridSettings, "X Plane", nameof(xPlaneEnabled))
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.AddListenerFunction(RefreshPlanes);
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var zPlaneToggle =
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var zPlaneToggle =
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inspector.GenerateToggle(this, gridSettings, "Z Plane", nameof(zPlaneEnabled))
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.AddListenerFunction(RefreshPlanes);
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@@ -60,7 +60,7 @@ namespace Ichni.Editor
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xPlaneGrid.gameObject.SetActive(xPlaneEnabled);
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zPlaneGrid.gameObject.SetActive(zPlaneEnabled);
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yPlaneGrid.isShowingPositionText = isYPlaneShowingPositionText;
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if (!yPlaneGrid.isShowingPositionText)
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{
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foreach (KeyValuePair<GameObject, Vector3> positionText in yPlaneGrid.positionTexts)
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