@@ -178,6 +178,10 @@ namespace Ichni.Editor
|
||||
}
|
||||
private string TransformCommand(string input)
|
||||
{
|
||||
string getFloatorInt(string a)
|
||||
{
|
||||
return a.Contains(".") ? $"float.Parse({a})" : a;
|
||||
}
|
||||
// 处理命令格式,适配 DynamicExpresso
|
||||
string trimmed = input.Trim();
|
||||
|
||||
@@ -212,9 +216,9 @@ namespace Ichni.Editor
|
||||
string content = a.Substring(1, a.Length - 2).Trim();
|
||||
var nums = content.Split(',').Select(s => s.Trim()).ToArray();
|
||||
if (nums.Length == 2)
|
||||
processedArgs.Add($"new Vector2({nums[0]},{nums[1]})");
|
||||
processedArgs.Add($"new Vector2({getFloatorInt(nums[0])},{getFloatorInt(nums[1])})");
|
||||
else if (nums.Length == 3)
|
||||
processedArgs.Add($"new Vector3({nums[0]},{nums[1]},{nums[2]})");
|
||||
processedArgs.Add($"new Vector3({getFloatorInt(nums[0])},{getFloatorInt(nums[1])},{getFloatorInt(nums[2])})");
|
||||
else
|
||||
processedArgs.Add(a); // 不是2或3维,原样返回
|
||||
}
|
||||
@@ -226,7 +230,7 @@ namespace Ichni.Editor
|
||||
// 数字
|
||||
else if (Regex.IsMatch(a, @"^-?\d+(\.\d+)?([eE][+-]?\d+)?$"))
|
||||
{
|
||||
processedArgs.Add(a);
|
||||
processedArgs.Add(getFloatorInt(a));
|
||||
}
|
||||
// 变量名(字母开头,允许字母数字下划线)
|
||||
else if (Regex.IsMatch(a, @"^[a-zA-Z_]\w*$"))
|
||||
|
||||
@@ -108,8 +108,15 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
EffectBase newEffect = factory.Invoke(); // 创建新实例
|
||||
newEffect.attachedGameElement = attachedGameElement;
|
||||
effectCollection[effect.Key].Add(newEffect);
|
||||
newEffect.AccommodatingList = effectCollection[effect.Key];
|
||||
var list = effectCollection[effect.Key];
|
||||
// 自动继承上一个Effect的参数
|
||||
if (list.Count > 0)
|
||||
{
|
||||
var last = list[list.Count - 1];
|
||||
newEffect.CopyParametersFrom(last);
|
||||
}
|
||||
list.Add(newEffect);
|
||||
newEffect.AccommodatingList = list;
|
||||
inspectorMain.SetInspector(attachedGameElement);
|
||||
}
|
||||
else
|
||||
@@ -373,6 +380,10 @@ namespace Ichni.RhythmGame
|
||||
});
|
||||
}
|
||||
|
||||
public virtual void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
// 默认实现什么都不做,子类重写
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
|
||||
@@ -56,6 +56,17 @@ namespace Ichni.RhythmGame
|
||||
SetRemove(effectSettings);
|
||||
|
||||
}
|
||||
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is BloomEffect o)
|
||||
{
|
||||
this.duration = o.duration;
|
||||
this.peak = o.peak;
|
||||
// 深拷贝曲线,避免引用同一个对象
|
||||
this.intensityCurve = o.intensityCurve != null ? new AnimationCurve(o.intensityCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
|
||||
@@ -25,7 +25,15 @@ namespace Ichni.RhythmGame
|
||||
this.offsetValue = offsetValue;
|
||||
this.offsetCurve = offsetCurve;
|
||||
}
|
||||
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is CameraOffsetEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.offsetValue = otherEffect.offsetValue;
|
||||
this.offsetCurve = otherEffect.offsetCurve != null ? new AnimationCurve(otherEffect.offsetCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
public override void Recover()
|
||||
{
|
||||
if (!EditorManager.instance.cameraManager.haveGameCamera)
|
||||
|
||||
@@ -26,6 +26,17 @@ namespace Ichni.RhythmGame
|
||||
this.amplitudeY = amplitudeY;
|
||||
this.amplitudeZ = amplitudeZ;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is CameraShakeEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.frequency = otherEffect.frequency;
|
||||
this.amplitudeX = otherEffect.amplitudeX;
|
||||
this.amplitudeY = otherEffect.amplitudeY;
|
||||
this.amplitudeZ = otherEffect.amplitudeZ;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
|
||||
@@ -26,6 +26,15 @@ namespace Ichni.RhythmGame
|
||||
this.tiltValue = tiltValue;
|
||||
this.tiltCurve = tiltCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is CameraTiltEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.tiltValue = otherEffect.tiltValue;
|
||||
this.tiltCurve = otherEffect.tiltCurve != null ? new AnimationCurve(otherEffect.tiltCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Recover()
|
||||
{
|
||||
|
||||
@@ -23,6 +23,15 @@ namespace Ichni.RhythmGame
|
||||
this.relativeZoom = relativeZoom;
|
||||
this.zoomCurve = zoomCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is CameraZoomEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.relativeZoom = otherEffect.relativeZoom;
|
||||
this.zoomCurve = otherEffect.zoomCurve != null ? new AnimationCurve(otherEffect.zoomCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
|
||||
@@ -22,6 +22,16 @@ namespace Ichni.RhythmGame
|
||||
this.peak = peak;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is ChromaticAberrationEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.peak = otherEffect.peak;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
|
||||
@@ -27,6 +27,17 @@ namespace Ichni.RhythmGame
|
||||
this.useExpression = useExpression;
|
||||
this.expression = expression;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is EnableControlEffect otherEffect)
|
||||
{
|
||||
this.connectedGameElement = otherEffect.connectedGameElement;
|
||||
this.connectedVariableName = otherEffect.connectedVariableName;
|
||||
this.enableValue = otherEffect.enableValue;
|
||||
this.useExpression = otherEffect.useExpression;
|
||||
this.expression = otherEffect.expression;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Recover()
|
||||
{
|
||||
|
||||
@@ -22,6 +22,16 @@ namespace Ichni.RhythmGame
|
||||
this.peak = peak;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is HighPassFilterEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.peak = otherEffect.peak;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
|
||||
@@ -22,6 +22,16 @@ namespace Ichni.RhythmGame
|
||||
this.bottom = bottom;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is LowPassFilterEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.bottom = otherEffect.bottom;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
|
||||
@@ -21,6 +21,16 @@ namespace Ichni.RhythmGame
|
||||
this.bottomY = bottomY;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is PixelateEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.bottomX = otherEffect.bottomX;
|
||||
this.bottomY = otherEffect.bottomY;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Recover()
|
||||
{
|
||||
|
||||
@@ -8,15 +8,15 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public class RadialBlurEffect : EffectBase
|
||||
{
|
||||
private readonly NBPostProcessingController nbController;
|
||||
|
||||
private readonly NBPostProcessingController nbController;
|
||||
|
||||
public float duration;
|
||||
public int sampleLevel;
|
||||
public float position;
|
||||
public float fadeRange;
|
||||
public float peakIntensity;
|
||||
public AnimationCurve intensityCurve;
|
||||
|
||||
|
||||
public RadialBlurEffect(float duration, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
|
||||
{
|
||||
this.effectTime = duration;
|
||||
@@ -28,7 +28,19 @@ namespace Ichni.RhythmGame
|
||||
this.intensityCurve = intensityCurve;
|
||||
this.nbController = EditorManager.instance.postProcessingManager.nbController;
|
||||
}
|
||||
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is RadialBlurEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.sampleLevel = otherEffect.sampleLevel;
|
||||
this.position = otherEffect.position;
|
||||
this.fadeRange = otherEffect.fadeRange;
|
||||
this.peakIntensity = otherEffect.peakIntensity;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Recover()
|
||||
{
|
||||
nbController.radialBlurToggle = false;
|
||||
@@ -52,7 +64,7 @@ namespace Ichni.RhythmGame
|
||||
float intensity = Mathf.Lerp(0, peakIntensity, intensityCurve.Evaluate(effectProgressPercent));
|
||||
nbController.radialBlurIntensity = intensity;
|
||||
}
|
||||
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
nbController.radialBlurToggle = false;
|
||||
@@ -104,7 +116,7 @@ namespace Ichni.RhythmGame
|
||||
this.peakIntensity = peakIntensity;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
|
||||
|
||||
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
|
||||
{
|
||||
return new RadialBlurEffect(duration, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)
|
||||
|
||||
@@ -26,6 +26,17 @@ namespace Ichni.RhythmGame
|
||||
this.color = color;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is VignetteEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.peak = otherEffect.peak;
|
||||
this.smoothness = otherEffect.smoothness;
|
||||
this.color = otherEffect.color;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
|
||||
@@ -92,8 +92,9 @@ namespace Ichni.RhythmGame
|
||||
float endTime = index >= blendTimeList.Count ? finalTime : blendTimeList[index];
|
||||
if (songTime >= startTime && songTime < endTime && currentSkyboxIndex != index)
|
||||
{
|
||||
bool isSmaller = index < currentSkyboxIndex;
|
||||
currentSkyboxIndex = index;
|
||||
if (currentSkyboxIndex != 0) skyboxBlender.blendSpeed = blendSpeedList[currentSkyboxIndex - 1];
|
||||
if (currentSkyboxIndex != 0) skyboxBlender.blendSpeed = isSmaller ? 9999f : blendSpeedList[currentSkyboxIndex - 1];
|
||||
skyboxBlender.Blend(currentSkyboxIndex, false);
|
||||
DynamicGI.UpdateEnvironment();
|
||||
}
|
||||
|
||||
@@ -124,11 +124,8 @@ namespace Ichni.RhythmGame
|
||||
holdingTimeInputField.AddListenerFunction(() =>
|
||||
{
|
||||
holdEndTime = float.Parse(holdingTimeInputField.inputField.text) + exactJudgeTime;
|
||||
noteVisual?.effectSubmodule.effectCollection["Holding"].ForEach(effect =>
|
||||
{
|
||||
effect.effectTime = holdingTime;
|
||||
});
|
||||
holdEndTimeInputField.inputField.text = holdEndTime.ToString();
|
||||
holdEndTimeInputField.inputField.onEndEdit.Invoke(holdEndTimeInputField.inputField.text);
|
||||
});
|
||||
inspector.MarkedElements["ExactJudgeTime"].AddListenerFunction(() =>
|
||||
{
|
||||
|
||||
@@ -11,7 +11,7 @@ using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EventPoint : MonoBehaviour
|
||||
public partial class EventPoint : MonoBehaviour
|
||||
{
|
||||
public AnimatedFloat animatedFloat;
|
||||
public EventPoint LastEventPoint;
|
||||
@@ -65,144 +65,7 @@ public class EventPoint : MonoBehaviour
|
||||
UpdateValue();
|
||||
ReDraw(value);
|
||||
}
|
||||
public IEnumerator GenerateTextureCoroutine(int width, int height, float value)
|
||||
{
|
||||
Task<Color[]> task = Task.Run(() => GenerateTextureColors(width, height, value));
|
||||
while (!task.IsCompleted)
|
||||
{
|
||||
yield return null; // 等待下一帧
|
||||
}
|
||||
Color[] textureColors = task.Result;
|
||||
Texture2D Texture = new Texture2D(width, height);
|
||||
Texture.SetPixels(textureColors);
|
||||
Texture.Apply();
|
||||
CurveCanvas.texture = Texture;
|
||||
// CurveCanvas.color = new Color(1, 1, 1, 0);
|
||||
// CurveCanvas.DOColor(new Color(1, 1, 1, 1), 0.2f).SetEase(Ease.InOutSine);
|
||||
|
||||
}
|
||||
public Color[] GenerateTextureColors(int width, int height, float value)
|
||||
{
|
||||
Color[] pixels = new Color[width * height];
|
||||
|
||||
// 初始化所有像素为透明
|
||||
for (int i = 0; i < pixels.Length; i++)
|
||||
{
|
||||
pixels[i] = new Color(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
int LastEventPointY = 0;
|
||||
for (int i = 0; i < width; i++)
|
||||
{
|
||||
float t = (float)i / width;
|
||||
int f = (int)(
|
||||
(height / 2) + (animatedFloat.startValue * value + ((animatedFloat.endValue - animatedFloat.startValue)
|
||||
* AnimationCurveEvaluator.Evaluate(animatedFloat.animationCurveType, t) * value))
|
||||
);
|
||||
|
||||
// 绘制垂直线段 - 保留超出边界的红色标记
|
||||
if (LastEventPointY < f)
|
||||
{
|
||||
for (int j = LastEventPointY; j < f; j++)
|
||||
{
|
||||
// 检查是否超出边界
|
||||
bool isOutOfBounds = j < 0 || j >= height;
|
||||
|
||||
// 计算实际坐标(循环调整)
|
||||
int actualY = j;
|
||||
while (actualY < 0) actualY += height;
|
||||
while (actualY >= height) actualY -= height;
|
||||
|
||||
int index = actualY * width + i;
|
||||
if (index >= 0 && index < pixels.Length)
|
||||
{
|
||||
// 根据是否超出边界设置颜色
|
||||
pixels[index] = isOutOfBounds ? Color.red : Color.green;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int j = LastEventPointY; j > f; j--)
|
||||
{
|
||||
// 检查是否超出边界
|
||||
bool isOutOfBounds = j < 0 || j >= height;
|
||||
|
||||
// 计算实际坐标(循环调整)
|
||||
int actualY = j;
|
||||
while (actualY < 0) actualY += height;
|
||||
while (actualY >= height) actualY -= height;
|
||||
|
||||
int index = actualY * width + i;
|
||||
if (index >= 0 && index < pixels.Length)
|
||||
{
|
||||
// 根据是否超出边界设置颜色
|
||||
pixels[index] = isOutOfBounds ? Color.red : Color.green;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制当前点 - 保留超出边界的红色标记
|
||||
bool isFOutOfBounds = f < 0 || f >= height;
|
||||
int actualF = f;
|
||||
while (actualF < 0) actualF += height;
|
||||
while (actualF >= height) actualF -= height;
|
||||
|
||||
int currentIndex = actualF * width + i;
|
||||
if (currentIndex >= 0 && currentIndex < pixels.Length)
|
||||
{
|
||||
// 根据是否超出边界设置颜色
|
||||
pixels[currentIndex] = isFOutOfBounds ? Color.red : Color.green;
|
||||
}
|
||||
|
||||
LastEventPointY = f;
|
||||
}
|
||||
|
||||
return pixels;
|
||||
}
|
||||
|
||||
public void ReDraw(float value)
|
||||
{
|
||||
int width = (int)CurveCanvas.rectTransform.sizeDelta.x / 5;
|
||||
int height = (int)CurveCanvas.rectTransform.sizeDelta.y / 5;
|
||||
|
||||
// 获取颜色数组(可在多线程环境中调用)
|
||||
|
||||
// 在主线程中创建和设置纹理(Unity对象操作必须在主线程)
|
||||
StartCoroutine(GenerateTextureCoroutine(width, height, value));
|
||||
|
||||
// 其余的非纹理相关代码保持不变
|
||||
if (NextEventPoint != null)
|
||||
{
|
||||
OvDrawimage.transform.localPosition = new Vector3(RightSide.transform.localPosition.x,
|
||||
animatedFloat.endValue * value * 5, 0);
|
||||
OvDrawimage.rectTransform.sizeDelta = new Vector2((NextEventPoint.animatedFloat.startTime - animatedFloat.endTime) / EditorManager.instance.uiManager.timeline.timePerBeat * FatherTab.BeatDeviver,
|
||||
OvDrawimage.rectTransform.sizeDelta.y);
|
||||
|
||||
OvDrawimage.color = new Color(0, 1, 0, 1);
|
||||
while (OvDrawimage.transform.localPosition.y > 100)
|
||||
{
|
||||
OvDrawimage.color = new Color(1, 0, 0, 0.3f);
|
||||
OvDrawimage.transform.localPosition = new Vector3(OvDrawimage.transform.localPosition.x, OvDrawimage.transform.localPosition.y - 200, OvDrawimage.transform.localPosition.z);
|
||||
}
|
||||
while (OvDrawimage.transform.localPosition.y < -100)
|
||||
{
|
||||
OvDrawimage.color = new Color(1, 0, 0, 0.3f);
|
||||
OvDrawimage.transform.localPosition = new Vector3(OvDrawimage.transform.localPosition.x, OvDrawimage.transform.localPosition.y + 200, OvDrawimage.transform.localPosition.z);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
OvDrawimage.rectTransform.sizeDelta = new Vector2(0, OvDrawimage.rectTransform.sizeDelta.y);
|
||||
}
|
||||
|
||||
selectButton.transform.localPosition = EvDrawimage.transform.localPosition;
|
||||
selectButton.GetComponent<RectTransform>().sizeDelta = EvDrawimage.rectTransform.sizeDelta;
|
||||
ViewText.text = animatedFloat.startTime.ToString("0.00") + "s" + "\n" +
|
||||
animatedFloat.startValue.ToString("0.0") + "\n" + animatedFloat.endValue.ToString("0.0") + "\n" + animatedFloat.endTime.ToString("0.00") + "s" + "\n" +
|
||||
animatedFloat.animationCurveType.ToString();
|
||||
ViewText.color = new Color(1, 1, 1, EvDrawimage.rectTransform.sizeDelta.x < 100 ? 0 : 1);
|
||||
}
|
||||
|
||||
|
||||
public void SelectButtonClick()//unity内:当按钮按下时
|
||||
@@ -359,3 +222,144 @@ public class EventPoint : MonoBehaviour
|
||||
);
|
||||
}
|
||||
}
|
||||
public partial class EventPoint//显示?
|
||||
{
|
||||
public IEnumerator GenerateTextureCoroutine(int width, int height, float value)
|
||||
{
|
||||
Task<Color[]> task = Task.Run(() => GenerateTextureColors(width, height, value));
|
||||
while (!task.IsCompleted)
|
||||
{
|
||||
yield return null; // 等待下一帧
|
||||
}
|
||||
Color[] textureColors = task.Result;
|
||||
Texture2D Texture = new Texture2D(width, height);
|
||||
Texture.SetPixels(textureColors);
|
||||
Texture.Apply();
|
||||
CurveCanvas.texture = Texture;
|
||||
// CurveCanvas.color = new Color(1, 1, 1, 0);
|
||||
// CurveCanvas.DOColor(new Color(1, 1, 1, 1), 0.2f).SetEase(Ease.InOutSine);
|
||||
|
||||
}
|
||||
public Color[] GenerateTextureColors(int width, int height, float value)
|
||||
{
|
||||
Color[] pixels = new Color[width * height];
|
||||
|
||||
// 初始化所有像素为透明
|
||||
for (int i = 0; i < pixels.Length; i++)
|
||||
{
|
||||
pixels[i] = new Color(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
int LastEventPointY = 0;
|
||||
for (int i = 0; i < width; i++)
|
||||
{
|
||||
float t = (float)i / width;
|
||||
int f = (int)(
|
||||
(height / 2) + (animatedFloat.startValue * value + ((animatedFloat.endValue - animatedFloat.startValue)
|
||||
* AnimationCurveEvaluator.Evaluate(animatedFloat.animationCurveType, t) * value))
|
||||
);
|
||||
|
||||
// 绘制垂直线段 - 保留超出边界的红色标记
|
||||
if (LastEventPointY < f)
|
||||
{
|
||||
for (int j = LastEventPointY; j < f; j++)
|
||||
{
|
||||
// 检查是否超出边界
|
||||
bool isOutOfBounds = j < 0 || j >= height;
|
||||
|
||||
// 计算实际坐标(循环调整)
|
||||
int actualY = j;
|
||||
while (actualY < 0) actualY += height;
|
||||
while (actualY >= height) actualY -= height;
|
||||
|
||||
int index = actualY * width + i;
|
||||
if (index >= 0 && index < pixels.Length)
|
||||
{
|
||||
// 根据是否超出边界设置颜色
|
||||
pixels[index] = isOutOfBounds ? Color.red : Color.green;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int j = LastEventPointY; j > f; j--)
|
||||
{
|
||||
// 检查是否超出边界
|
||||
bool isOutOfBounds = j < 0 || j >= height;
|
||||
|
||||
// 计算实际坐标(循环调整)
|
||||
int actualY = j;
|
||||
while (actualY < 0) actualY += height;
|
||||
while (actualY >= height) actualY -= height;
|
||||
|
||||
int index = actualY * width + i;
|
||||
if (index >= 0 && index < pixels.Length)
|
||||
{
|
||||
// 根据是否超出边界设置颜色
|
||||
pixels[index] = isOutOfBounds ? Color.red : Color.green;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制当前点 - 保留超出边界的红色标记
|
||||
bool isFOutOfBounds = f < 0 || f >= height;
|
||||
int actualF = f;
|
||||
while (actualF < 0) actualF += height;
|
||||
while (actualF >= height) actualF -= height;
|
||||
|
||||
int currentIndex = actualF * width + i;
|
||||
if (currentIndex >= 0 && currentIndex < pixels.Length)
|
||||
{
|
||||
// 根据是否超出边界设置颜色
|
||||
pixels[currentIndex] = isFOutOfBounds ? Color.red : Color.green;
|
||||
}
|
||||
|
||||
LastEventPointY = f;
|
||||
}
|
||||
|
||||
return pixels;
|
||||
}
|
||||
|
||||
public void ReDraw(float value)
|
||||
{
|
||||
int width = (int)CurveCanvas.rectTransform.sizeDelta.x / 5;
|
||||
int height = (int)CurveCanvas.rectTransform.sizeDelta.y / 5;
|
||||
|
||||
// 获取颜色数组(可在多线程环境中调用)
|
||||
|
||||
// 在主线程中创建和设置纹理(Unity对象操作必须在主线程)
|
||||
StartCoroutine(GenerateTextureCoroutine(width, height, value));
|
||||
|
||||
// 其余的非纹理相关代码保持不变
|
||||
if (NextEventPoint != null)
|
||||
{
|
||||
OvDrawimage.transform.localPosition = new Vector3(RightSide.transform.localPosition.x,
|
||||
animatedFloat.endValue * value * 5, 0);
|
||||
OvDrawimage.rectTransform.sizeDelta = new Vector2((NextEventPoint.animatedFloat.startTime - animatedFloat.endTime) / EditorManager.instance.uiManager.timeline.timePerBeat * FatherTab.BeatDeviver,
|
||||
OvDrawimage.rectTransform.sizeDelta.y);
|
||||
|
||||
OvDrawimage.color = new Color(0, 1, 0, 1);
|
||||
while (OvDrawimage.transform.localPosition.y > 100)
|
||||
{
|
||||
OvDrawimage.color = new Color(1, 0, 0, 0.3f);
|
||||
OvDrawimage.transform.localPosition = new Vector3(OvDrawimage.transform.localPosition.x, OvDrawimage.transform.localPosition.y - 200, OvDrawimage.transform.localPosition.z);
|
||||
}
|
||||
while (OvDrawimage.transform.localPosition.y < -100)
|
||||
{
|
||||
OvDrawimage.color = new Color(1, 0, 0, 0.3f);
|
||||
OvDrawimage.transform.localPosition = new Vector3(OvDrawimage.transform.localPosition.x, OvDrawimage.transform.localPosition.y + 200, OvDrawimage.transform.localPosition.z);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
OvDrawimage.rectTransform.sizeDelta = new Vector2(0, OvDrawimage.rectTransform.sizeDelta.y);
|
||||
}
|
||||
|
||||
selectButton.transform.localPosition = EvDrawimage.transform.localPosition;
|
||||
selectButton.GetComponent<RectTransform>().sizeDelta = EvDrawimage.rectTransform.sizeDelta;
|
||||
ViewText.text = animatedFloat.startTime.ToString("0.00") + "s" + "\n" +
|
||||
animatedFloat.startValue.ToString("0.0") + "\n" + animatedFloat.endValue.ToString("0.0") + "\n" + animatedFloat.endTime.ToString("0.00") + "s" + "\n" +
|
||||
animatedFloat.animationCurveType.ToString();
|
||||
ViewText.color = new Color(1, 1, 1, EvDrawimage.rectTransform.sizeDelta.x < 100 ? 0 : 1);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user