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 +1,11 @@
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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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@@ -0,0 +1,11 @@
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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;
}
}
}
}