列表输入二级界面扩展List<float>,特效单元扩展

This commit is contained in:
SoulliesOfficial
2025-02-26 22:54:53 -05:00
parent 1e69a44327
commit 46fe049175
43 changed files with 1041 additions and 1251 deletions

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@@ -1,20 +1,23 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Ichni.Editor
{
public class DynamicUIStringUnit : DynamicUICompositeUnit
public class DynamicUIInputFieldUnit : DynamicUICompositeUnit
{
public TMP_InputField stringInputField;
[FormerlySerializedAs("stringInputField")]
public TMP_InputField inputField;
public override void SetUnit(CompositeParameterWindow window, object itemContent)
{
compositeParameterWindow = window;
stringInputField.text = (string)itemContent;
stringInputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
inputField.text = itemContent.ToString();
inputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
removeButton.onClick.AddListener(() =>
{
compositeParameterWindow.RemoveUnit(this);
@@ -22,9 +25,9 @@ namespace Ichni.Editor
});
}
public string GetValue()
public T GetValue<T>()
{
return stringInputField.text;
return (T)Convert.ChangeType(inputField.text, typeof(T));
}
}
}

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@@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using TMPro;
using UnityEngine;
namespace Ichni.Editor
{
public class DynamicUIGetterInputField : DynamicUIElement
{
public TMP_InputField inputField;
public void SetDefaultText(string text)
{
inputField.text = text;
}
public T GetResult<T>()
{
return (T)System.Convert.ChangeType(inputField.text, typeof(T));
}
public string GetResult()
{
return inputField.text;
}
}
}

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@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame;
using UnityEngine;
using UnityEngine.Events;
@@ -42,12 +43,12 @@ namespace Ichni.Editor
//生成Unit
void GenerateUnit(string content)
{
DynamicUIStringUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIStringUnit>();
DynamicUIInputFieldUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIInputFieldUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
unitPrefab = EditorManager.instance.basePrefabs.stringUnit;
unitPrefab = EditorManager.instance.basePrefabs.inputFieldUnit;
//初始化获取当前的List<string>并生成对应的Unit
List<string> list = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as List<string>;
@@ -67,13 +68,38 @@ namespace Ichni.Editor
//将当前所有Unit的值应用到对应的变量中
ApplyParameters = () =>
{
List<string> list = new List<string>();
foreach (var unit in unitList)
{
list.Add((unit as DynamicUIStringUnit).GetValue());
Debug.Log((unit as DynamicUIStringUnit).GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, list);
List<string> stringList = unitList.Select(unit => (unit as DynamicUIInputFieldUnit).GetValue<string>()).ToList();
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, stringList);
};
}
public void SetAsFloatList()
{
void GenerateUnit(float content)
{
DynamicUIInputFieldUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIInputFieldUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
unitPrefab = EditorManager.instance.basePrefabs.inputFieldUnit;
List<float> list = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as List<float>;
foreach (float item in list)
{
GenerateUnit(item);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(0);
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
ApplyParameters = () =>
{
List<float> floatList = unitList.Select(unit => (unit as DynamicUIInputFieldUnit).GetValue<float>()).ToList();
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, floatList);
};
}

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@@ -70,7 +70,7 @@ namespace Ichni.Editor
string title, string defaultText = "") //不与参数绑定的InputField
{
DynamicUIInputField inputField = Object
.Instantiate(EditorManager.instance.basePrefabs.parameterInputField, container.rect)
.Instantiate(EditorManager.instance.basePrefabs.inputField, container.rect)
.GetComponent<DynamicUIInputField>();
inputField.Initialize(null, title, string.Empty);
inputField.SetDefaultValue(defaultText);
@@ -82,7 +82,7 @@ namespace Ichni.Editor
DynamicUIContainer container, string title, string parameterName, bool isAutoUpdate = false) //与参数绑定的InputField
{
DynamicUIInputField inputField = Object
.Instantiate(EditorManager.instance.basePrefabs.parameterInputField, container.rect)
.Instantiate(EditorManager.instance.basePrefabs.inputField, container.rect)
.GetComponent<DynamicUIInputField>();
inputField.Initialize(baseElement, title, parameterName);
container.dynamicUIElements.Add(inputField);

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@@ -82,7 +82,7 @@ namespace Ichni.RhythmGame
Note,
}
}
public interface IHaveEffectSubmodule
{
public EffectSubmodule effectSubmodule { get; set; }
@@ -90,7 +90,10 @@ namespace Ichni.RhythmGame
public static Dictionary<string, EffectBase> EffectCollection { get; } =
new Dictionary<string, EffectBase>()
{
{"BloomShake", new BloomShake(1, 2)}
{ "Bloom", new BloomEffect(1, 2) },
{ "CameraShake", new CameraShakeEffect(1, 50, 1, 1, 1) },
{ "ChromaticAberration", new ChromaticAberrationEffect(1, 1) },
{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black) }
};
}

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@@ -76,7 +76,7 @@ namespace Ichni.RhythmGame
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
var timeEffectsCollectionButton = inspector.GenerateButton(this, container, "Time Effects Collection",
() => TimeEffectsCollection.GenerateElement("New Time Effects Collection", Guid.NewGuid(),
new List<string>(), true, this, 0f));
new List<string>(), true, this, 0));
container.SetDeviver(1);
}
}

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@@ -10,63 +10,63 @@ using Sirenix.OdinInspector;
namespace Ichni.RhythmGame
{
public class BloomShake : EffectBase
public class BloomEffect : EffectBase
{
public float bloomTime;
public float bloomPeak;
public float duration;
public float peak;
public BloomShake(float bloomTime, float bloomPeak)
public BloomEffect(float duration, float peak)
{
this.effectTime = 0;
this.bloomTime = bloomTime;
this.bloomPeak = bloomPeak;
this.duration = duration;
this.peak = peak;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.bloomShake).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_Bloom_URP>().ShakeDuration = bloomTime;
effect.GetFeedbackOfType<MMF_Bloom_URP>().RemapIntensityOne = bloomPeak;
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.bloomEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_Bloom_URP>().ShakeDuration = duration;
effect.GetFeedbackOfType<MMF_Bloom_URP>().RemapIntensityOne = peak;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, bloomTime);
LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new BloomShake_BM(bloomTime, bloomPeak);
return new BloomEffect_BM(duration, peak);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Bloom Shake");
var effectTimeField = inspector.GenerateInputField(this, container, "Bloom Time", nameof(bloomTime));
var bloomPeakField = inspector.GenerateInputField(this, container, "Bloom Peak", nameof(bloomPeak));
var effectTimeField = inspector.GenerateInputField(this, container, "Bloom Time", nameof(duration));
var bloomPeakField = inspector.GenerateInputField(this, container, "Bloom Peak", nameof(peak));
}
}
namespace Beatmap
{
public class BloomShake_BM : EffectBase_BM
public class BloomEffect_BM : EffectBase_BM
{
public float bloomTime;
public float bloomPeak;
public float duration;
public float peak;
public BloomShake_BM()
public BloomEffect_BM()
{
}
public BloomShake_BM(float bloomTime, float bloomPeak)
public BloomEffect_BM(float duration, float peak)
{
this.effectTime = 0;
this.bloomTime = bloomTime;
this.bloomPeak = bloomPeak;
this.duration = duration;
this.peak = peak;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new BloomShake(bloomTime, bloomPeak);
return new BloomEffect(duration, peak);
}
}
}

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@@ -0,0 +1,90 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class CameraShakeEffect : EffectBase
{
public float duration;
public float frequency;
public float amplitudeX;
public float amplitudeY;
public float amplitudeZ;
public CameraShakeEffect(float duration, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
{
this.effectTime = 0;
this.duration = duration;
this.frequency = frequency;
this.amplitudeX = amplitudeX;
this.amplitudeY = amplitudeY;
this.amplitudeZ = amplitudeZ;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.cameraShakeEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_CameraShake>().CameraShakeProperties.Duration = duration;
effect.GetFeedbackOfType<MMF_CameraShake>().CameraShakeProperties.Frequency = 1f / frequency;
effect.GetFeedbackOfType<MMF_CameraShake>().CameraShakeProperties.AmplitudeX = amplitudeX;
effect.GetFeedbackOfType<MMF_CameraShake>().CameraShakeProperties.AmplitudeY = amplitudeY;
effect.GetFeedbackOfType<MMF_CameraShake>().CameraShakeProperties.AmplitudeZ = amplitudeZ;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new CameraShakeEffect_BM(duration, frequency, amplitudeX, amplitudeY, amplitudeZ);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Camera Shake");
var durationInputField = inspector.GenerateInputField(this, container, "Duration", nameof(duration));
var frequencyInputField = inspector.GenerateInputField(this, container, "Frequency", nameof(frequency));
var amplitudeXInputField = inspector.GenerateInputField(this, container, "Amplitude X", nameof(amplitudeX));
var amplitudeYInputField = inspector.GenerateInputField(this, container, "Amplitude Y", nameof(amplitudeY));
var amplitudeZInputField = inspector.GenerateInputField(this, container, "Amplitude Z", nameof(amplitudeZ));
}
}
namespace Beatmap
{
public class CameraShakeEffect_BM : EffectBase_BM
{
public float duration;
public float frequency;
public float amplitudeX;
public float amplitudeY;
public float amplitudeZ;
public CameraShakeEffect_BM()
{
}
public CameraShakeEffect_BM(float duration, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
{
this.effectTime = 0;
this.duration = duration;
this.frequency = frequency;
this.amplitudeX = amplitudeX;
this.amplitudeY = amplitudeY;
this.amplitudeZ = amplitudeZ;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraShakeEffect(duration, frequency, amplitudeX, amplitudeY, amplitudeZ);
}
}
}
}

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@@ -1,5 +1,5 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2

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@@ -0,0 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class ChromaticAberrationEffect : EffectBase
{
public float duration;
public float peak;
public ChromaticAberrationEffect(float duration, float peak)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.chromaticAberrationEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_ChromaticAberration_URP>().Duration = duration;
effect.GetFeedbackOfType<MMF_ChromaticAberration_URP>().RemapIntensityOne = peak;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new ChromaticAberrationEffect_BM(duration, peak);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Chromatic Aberration");
var effectTimeField = inspector.GenerateInputField(this, container, "Duration", nameof(duration));
var bloomPeakField = inspector.GenerateInputField(this, container, "Peak Value", nameof(peak));
}
}
namespace Beatmap
{
public class ChromaticAberrationEffect_BM : EffectBase_BM
{
public float duration;
public float peak;
public ChromaticAberrationEffect_BM()
{
}
public ChromaticAberrationEffect_BM(float duration, float peak)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new ChromaticAberrationEffect(duration, peak);
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -64,11 +64,6 @@ namespace Ichni.RhythmGame
LogWindow.Log("Effect Type not found.", Color.red);
}
});
foreach (var effect in effectSubmodule.effectCollection["Default"])
{
effect.SetUpInspector();
}
}
}

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@@ -0,0 +1,87 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace Ichni.RhythmGame
{
public class VignetteEffect : EffectBase
{
public float duration;
public float peak;
public float smoothness;
public Color color;
public VignetteEffect(float duration, float peak, float smoothness, Color color)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
this.smoothness = smoothness;
this.color = color;
}
public override void Adjust()
{
MMF_Player effect = Lean.Pool.LeanPool.Spawn(EditorManager.instance.basePrefabs.vignetteEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_Vignette_URP>().Duration = duration;
effect.GetFeedbackOfType<MMF_Vignette_URP>().RemapIntensityOne = peak;
if (EditorManager.instance.postProcessingManager.globalVolume.profile.TryGet(out Vignette vignette))
{
vignette.smoothness.value = smoothness;
vignette.color.value = color;
}
effect.PlayFeedbacks();
Lean.Pool.LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new VignetteEffect_BM(duration, peak, smoothness, color);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Vignette");
var durationField = inspector.GenerateInputField(this, container, "Duration", nameof(duration));
var peakField = inspector.GenerateInputField(this, container, "Peak Value", nameof(peak));
var smoothnessField = inspector.GenerateInputField(this, container, "Smoothness", nameof(smoothness));
var colorField = inspector.GenerateBaseColorPicker(this, container, "Color", nameof(color));
container.SetDeviver(1);
}
}
namespace Beatmap
{
public class VignetteEffect_BM : EffectBase_BM
{
public float duration;
public float peak;
public float smoothness;
public Color color;
public VignetteEffect_BM()
{
}
public VignetteEffect_BM(float duration, float peak, float smoothness, Color color)
{
this.duration = duration;
this.peak = peak;
this.smoothness = smoothness;
this.color = color;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new VignetteEffect(duration, peak, smoothness, color);
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -117,14 +117,12 @@ namespace Ichni.RhythmGame
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
track.submoduleList.Add(track.trackPathSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
track.submoduleList.Add(track.trackPathSubmodule);
}
}

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@@ -11,6 +11,7 @@ namespace Ichni.RhythmGame
public TrackSubmodule(Track track) : base(track)
{
this.track = track;
this.track.submoduleList.Add(this);
}
}
}

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@@ -120,14 +120,12 @@ namespace Ichni.RhythmGame
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
}
}
@@ -199,14 +197,12 @@ namespace Ichni.RhythmGame
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
}
}

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@@ -29,15 +29,20 @@ public class BasePrefabsCollection : SerializedScriptableObject
public AudioClip holdNoteEndSound;
public AudioClip flickNoteSound;
[Title("Effect相关")] public GameObject bloomShake;
[Title("Effect相关")]
[FormerlySerializedAs("bloomShake")]
public GameObject bloomEffect;
[FormerlySerializedAs("cameraShake")]
public GameObject cameraShakeEffect;
public GameObject chromaticAberrationEffect;
public GameObject vignetteEffect;
[Title("Inspector相关")]
public GameObject inspectorSecondaryWindow;
[Title("DynamicUI相关-Simple")]
public GameObject dynamicUIContainer;
[FormerlySerializedAs("inputField")] public GameObject parameterInputField;
public GameObject getterInputField;
[FormerlySerializedAs("parameterInputField")] public GameObject inputField;
[FormerlySerializedAs("Vector3inputField")] public GameObject vector3InputField;
[FormerlySerializedAs("text")] public GameObject parameterText;
public GameObject hintText;
@@ -49,7 +54,7 @@ public class BasePrefabsCollection : SerializedScriptableObject
public GameObject emissionColorPicker;
[Title("DynamicUI相关-Composite")]
public GameObject compositeParameterWindow;
public GameObject stringUnit;
[FormerlySerializedAs("stringUnit")] public GameObject inputFieldUnit;
public GameObject animatedFloatUnit;
public GameObject animatedIntUnit;
public GameObject animatedBoolUnit;

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@@ -21,7 +21,10 @@ namespace Ichni
public OperationManager operationManager;
public BackgroundController backgroundController;
public CameraManager cameraManager;
public PostProcessingManager postProcessingManager;
public Timeline timeline;
public ProjectInformation projectInformation;
public SongInformation songInformation;
public BeatmapContainer beatmapContainer;

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@@ -1,18 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class PostProcessingManager : MonoBehaviour
namespace Ichni.Editor
{
// Start is called before the first frame update
void Start()
public class PostProcessingManager : MonoBehaviour
{
public Volume globalVolume;
}
// Update is called once per frame
void Update()
{
}
}
}