基础内容-5

主题包;
测试NoteVisual与NoteEffect;
LookAt旋转动画与FlexibleBool
动画杂项
控制台初步
This commit is contained in:
SoulliesOfficial
2025-01-29 23:49:18 -05:00
parent 7520983b20
commit 39b4a5e7ff
102 changed files with 3492 additions and 261 deletions

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@@ -38,6 +38,11 @@ namespace Ichni.RhythmGame
timeDurationSubmodule = new TimeDurationSubmodule(startTimes.Min(), endTimes.Max());
}
public virtual void SetTimeDuration(float startTime, float endTime)
{
timeDurationSubmodule = new TimeDurationSubmodule(startTime, endTime);
}
protected abstract void UpdateAnimation(float songTime);
protected virtual void Update()

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@@ -0,0 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class BaseColorChange : AnimationBase
{
public ColorSubmodule targetColorSubmodule;
public FlexibleFloat colorR, colorG, colorB, colorA;
public static BaseColorChange GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
{
BaseColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
baseColorChange.NewInitialize(elementName, targetObject);
baseColorChange.colorR = colorR;
baseColorChange.colorG = colorG;
baseColorChange.colorB = colorB;
baseColorChange.colorA = colorA;
baseColorChange.animationReturnType = FlexibleReturnType.Before;
if (targetObject.colorSubmodule != null)
{
baseColorChange.targetColorSubmodule = targetObject.colorSubmodule;
}
else
{
throw new System.Exception("Target object does not have a ColorSubmodule");
}
baseColorChange.SetTimeDuration(colorR, colorG, colorB, colorA);
return baseColorChange;
}
protected override void UpdateAnimation(float songTime)
{
colorR.UpdateFlexibleFloat(songTime);
colorG.UpdateFlexibleFloat(songTime);
colorB.UpdateFlexibleFloat(songTime);
colorA.UpdateFlexibleFloat(songTime);
if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
colorG.returnType is FlexibleReturnType.MiddleExecuting ||
colorB.returnType is FlexibleReturnType.MiddleExecuting ||
colorA.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Color colorOffset = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
targetColorSubmodule.baseColorOffset.Add(colorOffset);
targetColorSubmodule.baseColorDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
}
}

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@@ -0,0 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class EmissionColorChange : AnimationBase
{
public ColorSubmodule targetColorSubmodule;
public FlexibleFloat colorR, colorG, colorB, colorI;
public static EmissionColorChange GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
{
EmissionColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
baseColorChange.NewInitialize(elementName, targetObject);
baseColorChange.colorR = colorR;
baseColorChange.colorG = colorG;
baseColorChange.colorB = colorB;
baseColorChange.colorI = colorI;
baseColorChange.animationReturnType = FlexibleReturnType.Before;
if (targetObject.colorSubmodule != null)
{
baseColorChange.targetColorSubmodule = targetObject.colorSubmodule;
}
else
{
throw new System.Exception("Target object does not have a ColorSubmodule");
}
baseColorChange.SetTimeDuration(colorR, colorG, colorB, colorI);
return baseColorChange;
}
protected override void UpdateAnimation(float songTime)
{
colorR.UpdateFlexibleFloat(songTime);
colorG.UpdateFlexibleFloat(songTime);
colorB.UpdateFlexibleFloat(songTime);
colorI.UpdateFlexibleFloat(songTime);
if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
colorG.returnType is FlexibleReturnType.MiddleExecuting ||
colorB.returnType is FlexibleReturnType.MiddleExecuting ||
colorI.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Color colorOffset = new Color(colorR.value, colorG.value, colorB.value);
float intensityOffset = colorI.value;
targetColorSubmodule.emissionColorOffset.Add(colorOffset);
targetColorSubmodule.emissionIntensityOffset.Add(intensityOffset);
targetColorSubmodule.emissionColorDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
}
}

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@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TrackTotalTimeChange : AnimationBase
{
public FlexibleFloat totalTime;
public TrackTimeSubmoduleStatic targetTrackTimeSubmoduleStatic;
public static TrackTotalTimeChange GenerateElement(string elementName, Track targetTrack, FlexibleFloat totalTime)
{
TrackTotalTimeChange trackTotalTimeChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
trackTotalTimeChange.NewInitialize(elementName, targetTrack);
if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
{
trackTotalTimeChange.targetTrackTimeSubmoduleStatic = submoduleStatic;
}
else
{
throw new System.Exception("Target object does not have a TrackTimeSubmoduleStatic");
}
trackTotalTimeChange.totalTime = totalTime;
trackTotalTimeChange.animationReturnType = FlexibleReturnType.Before;
trackTotalTimeChange.SetTimeDuration(totalTime);
return trackTotalTimeChange;
}
protected override void UpdateAnimation(float songTime)
{
totalTime.UpdateFlexibleFloat(songTime);
if (totalTime.returnType == FlexibleReturnType.MiddleExecuting)
{
targetTrackTimeSubmoduleStatic.trackTotalTime = totalTime.value;
}
}
}
}

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@@ -41,6 +41,11 @@ namespace Ichni.RhythmGame
return displacement;
}
private void Start()
{
targetTransformSubmodule = targetObject.transformSubmodule;
}
protected override void UpdateAnimation(float songTime)
{
positionX.UpdateFlexibleFloat(songTime);
@@ -56,6 +61,10 @@ namespace Ichni.RhythmGame
targetTransformSubmodule.positionOffset.Add(currentPosition);
targetTransformSubmodule.positionDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
//本体使用,用于判断动画是否结束
// else if (positionX.returnType is FlexibleReturnType.After or FlexibleReturnType.None &&

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@@ -0,0 +1,71 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
/// <summary>
/// 将物体的z轴指向目标物体注意LookAt的启用期间物体的旋转将被锁定
/// </summary>
public class LookAt : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public BaseElement lookAtObject;
public FlexibleBool enabling;
public static LookAt GenerateElement(string elementName, BaseElement targetObject,
BaseElement lookAtTarget, FlexibleBool enabling)
{
LookAt swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
swirl.NewInitialize(elementName, targetObject);
swirl.lookAtObject = lookAtTarget;
swirl.enabling = enabling;
swirl.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
swirl.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
swirl.SetTimeDuration(-999, 999); //TODO: 换为(-delay, songLength)
return swirl;
}
private void Start()
{
targetTransformSubmodule = targetObject.transformSubmodule;
}
protected override void UpdateAnimation(float songTime)
{
enabling.UpdateFlexibleBool(songTime);
if (enabling.value)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 lookingDirection =
(lookAtObject.transform.position - targetObject.transform.position).normalized;
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
targetTransformSubmodule.eulerAnglesOffsetLock = true;
targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
targetTransformSubmodule.eulerAnglesOffsetLock = false;
}
}
}
}

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@@ -49,6 +49,10 @@ namespace Ichni.RhythmGame
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset.Add(currentScale);
targetTransformSubmodule.scaleDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
}

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@@ -51,6 +51,10 @@ namespace Ichni.RhythmGame
targetTransformSubmodule.eulerAnglesOffset.Add(currentEulerAngles);
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
}
}

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@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UniRx;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -31,6 +32,7 @@ namespace Ichni.RhythmGame
//次级模块
public TimeDurationSubmodule timeDurationSubmodule;
public TransformSubmodule transformSubmodule;
public ColorSubmodule colorSubmodule;
/// <summary>
/// 首次初始化
@@ -42,6 +44,7 @@ namespace Ichni.RhythmGame
this.elementGuid = Guid.NewGuid();
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
SetTransformObserver();
}
/// <summary>
@@ -77,6 +80,11 @@ namespace Ichni.RhythmGame
public abstract partial class BaseElement
{
private void Start()
{
SetTransformObserver();
}
public virtual void SetTimeDuration()
{
@@ -89,5 +97,60 @@ namespace Ichni.RhythmGame
timeDurationSubmodule?.SetDurationFromChildren(childElementList.Select(x=>x.timeDurationSubmodule).ToList());
}
/// <summary>
/// 设置物体Transform的监听顺序为Scale -> EulerAngles -> Position
/// 如果有一些特殊的物体例如CameraElementFolder需要自定义监听可以重写这个方法
/// </summary>
public virtual void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule == null)
{
return;
}
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(gameObject);
}
}
}

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@@ -0,0 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni
{
[System.Serializable]
public class AnimatedBool
{
public bool value; //bool值
public float time; //当前时间
public AnimatedBool(bool value, float time)
{
this.value = value;
this.time = time;
}
}
[System.Serializable]
public class FlexibleBool
{
public bool value;
public List<AnimatedBool> animations;
public FlexibleBool()
{
animations = new List<AnimatedBool>();
}
public FlexibleBool(List<AnimatedBool> anim)
{
this.animations = anim;
}
public void Add(AnimatedBool animatedBool)
{
animations.Add(animatedBool);
}
/// <summary>
/// 在动画脚本的Update中更新Bool Value
/// </summary>
/// <param name="歌曲时间"></param>
public FlexibleReturnType UpdateFlexibleBool(float nowTime)
{
AnimatedBool nowAnimatedBool = GetAnimatedBool(nowTime); //获取当前时间点对应的AnimatedBool
value = nowAnimatedBool.value; //更新value
return FlexibleReturnType.MiddleExecuting;
}
/// <summary>
/// 获取songTime对应的AnimatedBool的时间段
/// </summary>
/// <param name="歌曲时间"></param>
/// <returns>返回距离当前时间最近的前一个AnimatedBool</returns>
AnimatedBool GetAnimatedBool(float nowTime)
{
for (int i = 0; i < animations.Count; i++)
{
if (nowTime >= animations[i].time)
{
return animations[i];
}
}
return new AnimatedBool(false, 0);
}
}
}

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@@ -22,6 +22,11 @@ namespace Ichni.RhythmGame
public bool baseColorDirtyMark;
public bool emissionColorDirtyMark;
public ColorSubmodule()
{
}
public ColorSubmodule(Color originalBaseColor)
{
this.originalBaseColor = originalBaseColor;

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@@ -26,25 +26,53 @@ namespace Ichni.RhythmGame
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public bool eulerAnglesOffsetLock;
public UnityAction OnPositionChanged;
public UnityAction OnEulerAnglesChanged;
public UnityAction OnScaleChanged;
public TransformSubmodule()
{
this.originalPosition = Vector3.zero;
this.originalEulerAngles = Vector3.zero;
this.originalScale = Vector3.one;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = Vector3.zero;
currentEulerAngles = Vector3.zero;
currentScale = Vector3.one;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
}
public TransformSubmodule(Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale)
{
this.originalPosition = originalPosition;
this.originalEulerAngles = originalEulerAngles;
this.originalScale = originalScale;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = originalPosition;
currentEulerAngles = originalEulerAngles;
currentScale = originalScale;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
}
public void SetObserver(BaseElement target)

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@@ -9,6 +9,7 @@ public class BasePrefabsCollection : SerializedScriptableObject
[Title("基础预制体")]
public GameObject emptyObject;
public GameObject elementFolder;
public GameObject gameCamera;
[Title("Track相关")]
public GameObject track;

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@@ -34,6 +34,11 @@ namespace Ichni
t0.AfterInitialize();
}
private void Update()
{
songModule.songTime += Time.deltaTime;
}
}
public class SongModule

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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Serialization;
namespace Ichni
{
@@ -123,20 +124,23 @@ namespace Ichni
[System.Serializable]
public class ThemeBundleAbstract
{
public string themeBundleName;
public string fileName;
public string displayName;
public string description;
public List<string> tags;
public string iconPath;
public ThemeBundleAbstract()
{
}
public ThemeBundleAbstract(string themeBundleName, List<string> tags, string iconPath)
public ThemeBundleAbstract(string fileName)
{
this.themeBundleName = themeBundleName;
this.tags = tags;
this.iconPath = iconPath;
this.fileName = fileName;
this.displayName = fileName;
this.description = "Default Description";
this.tags = new List<string>();
this.iconPath = "Icons/Default.png";
}
public Texture2D GetIcon()

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@@ -0,0 +1,31 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DynamicExpresso;
namespace Ichni.Editor
{
public partial class EditorConsole : MonoBehaviour
{
public Interpreter functionInterpreter;
private void Start()
{
SetUpFunctions();
//Test
functionInterpreter.Eval("Log(\"Hello World!\")");
}
}
public partial class EditorConsole
{
private void SetUpFunctions()
{
functionInterpreter = new Interpreter();
functionInterpreter.SetFunction("Log", (System.Action<object>)Debug.Log);
}
}
}

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@@ -14,10 +14,10 @@ namespace Ichni.RhythmGame
elementFolder.NewInitialize(name);
elementFolder.SetParent(parentElement);
elementFolder.transformSubmodule = new TransformSubmodule(Vector3.zero, Vector3.zero, Vector3.one);
//elementFolder.GenerateTab(parentElement);
return elementFolder;
}
}
}

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@@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class EnvironmentObject : SubstantialObject
{
public bool isStatic;
public static SubstantialObject GenerateElement(string elementName, string themeBundleName,
string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale, BaseElement parent,
bool isStatic, bool isFirstGenerated = true)
{
EnvironmentObject themeBundleObject = ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
EnvironmentObject environmentObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.NewInitialize(elementName);
environmentObject.isStatic = isStatic;
return environmentObject;
}
}
}

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@@ -0,0 +1,90 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using UniRx;
using UnityEngine;
using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
public partial class GameCamera : BaseElement
{
public Camera camera;
public Transform rotationPoint;
public Transform positionPoint;
public Transform cameraTransform;
public CameraViewType cameraViewType;
public float perspectiveAngle;
public float orthographicSize;
public static GameCamera GenerateElement(string elementName, BaseElement parentElement,
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
{
GameCamera gameCamera = LeanPool.Spawn(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
gameCamera.NewInitialize(elementName);
gameCamera.parentElement = parentElement;
gameCamera.cameraViewType = cameraViewType;
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
gameCamera.perspectiveAngle = perspectiveAngle;
gameCamera.orthographicSize = orthographicSize;
gameCamera.transformSubmodule = new TransformSubmodule(initialPosition, initialEulerAngles, Vector3.one);
gameCamera.cameraTransform = gameCamera.transform;
gameCamera.SetParent(parentElement);
return gameCamera;
}
}
public partial class GameCamera
{
public enum CameraViewType
{
None = -1,
Perspective = 0,
Orthographic = 1
}
}
public partial class GameCamera
{
public override void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule.eulerAnglesOffsetLock)
{
rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
}
else if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
positionPoint.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
}).AddTo(gameObject);
}
}
}

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@@ -17,9 +17,9 @@ namespace Ichni.RhythmGame
public Track track;
public SplinePositioner trackPositioner;
// [Title("NoteVisual")]
// public GeneralNoteVisual noteVisual;
//
[Title("NoteVisual")]
public NoteVisualBase noteVisual;
[Title("NoteEffect")]
[Tooltip("生成Note时的特效")]
public EffectSubmodule generateEffects;

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@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class NoteEffectBase : EffectBase
{
public NoteBase note;
public NoteVisualBase noteVisual;
}
}

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@@ -2,17 +2,22 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoteVisualBase : MonoBehaviour
namespace Ichni.RhythmGame
{
// Start is called before the first frame update
void Start()
public class NoteVisualBase : SubstantialObject
{
public NoteBase note;
}
public GameObject noteMain;
public GameObject judgeEffect;
// Update is called once per frame
void Update()
{
public List<GameObject> notePartList;
public List<GameObject> effectPartList;
public void NewInitialize(NoteBase note)
{
base.NewInitialize(note.elementName + " Note Visual");
this.note = note;
}
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Lean.Pool;
using UniRx;
@@ -15,6 +16,8 @@ namespace Ichni.RhythmGame
public Track track;
public SplinePositioner trackPositioner;
public FlexibleFloat trackPercent;
private bool isBeyond1 = false;
public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
{
@@ -23,6 +26,8 @@ namespace Ichni.RhythmGame
point.NewInitialize(elementName, track, trackPercent);
point.SetParent(track);
point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1);//判断是否有超过1的动画超过1将会循环
return point;
}
@@ -42,7 +47,14 @@ namespace Ichni.RhythmGame
trackPercent.UpdateFlexibleFloat(EditorManager.instance.songModule.songTime);
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
{
trackPositioner.SetPercent(trackPercent.value);
float finalValue = trackPercent.value;
if (isBeyond1)
{
finalValue -= Mathf.Floor(finalValue);
}
trackPositioner.SetPercent(finalValue);
}
}
}