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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Assets/Scripts/Base/.DS_Store vendored Normal file

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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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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 43cce55e6aac440e9b664e917adc2f74
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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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()