@@ -11,7 +11,7 @@ using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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public class EventPoint : MonoBehaviour
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public partial class EventPoint : MonoBehaviour
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{
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public AnimatedFloat animatedFloat;
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public EventPoint LastEventPoint;
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@@ -65,144 +65,7 @@ public class EventPoint : MonoBehaviour
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UpdateValue();
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ReDraw(value);
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}
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public IEnumerator GenerateTextureCoroutine(int width, int height, float value)
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{
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Task<Color[]> task = Task.Run(() => GenerateTextureColors(width, height, value));
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while (!task.IsCompleted)
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{
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yield return null; // 等待下一帧
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}
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Color[] textureColors = task.Result;
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Texture2D Texture = new Texture2D(width, height);
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Texture.SetPixels(textureColors);
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Texture.Apply();
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CurveCanvas.texture = Texture;
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// CurveCanvas.color = new Color(1, 1, 1, 0);
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// CurveCanvas.DOColor(new Color(1, 1, 1, 1), 0.2f).SetEase(Ease.InOutSine);
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}
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public Color[] GenerateTextureColors(int width, int height, float value)
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{
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Color[] pixels = new Color[width * height];
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// 初始化所有像素为透明
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for (int i = 0; i < pixels.Length; i++)
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{
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pixels[i] = new Color(0, 0, 0, 0);
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}
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int LastEventPointY = 0;
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for (int i = 0; i < width; i++)
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{
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float t = (float)i / width;
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int f = (int)(
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(height / 2) + (animatedFloat.startValue * value + ((animatedFloat.endValue - animatedFloat.startValue)
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* AnimationCurveEvaluator.Evaluate(animatedFloat.animationCurveType, t) * value))
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);
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// 绘制垂直线段 - 保留超出边界的红色标记
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if (LastEventPointY < f)
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{
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for (int j = LastEventPointY; j < f; j++)
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{
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// 检查是否超出边界
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bool isOutOfBounds = j < 0 || j >= height;
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// 计算实际坐标(循环调整)
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int actualY = j;
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while (actualY < 0) actualY += height;
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while (actualY >= height) actualY -= height;
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int index = actualY * width + i;
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if (index >= 0 && index < pixels.Length)
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{
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// 根据是否超出边界设置颜色
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pixels[index] = isOutOfBounds ? Color.red : Color.green;
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}
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}
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}
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else
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{
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for (int j = LastEventPointY; j > f; j--)
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{
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// 检查是否超出边界
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bool isOutOfBounds = j < 0 || j >= height;
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// 计算实际坐标(循环调整)
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int actualY = j;
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while (actualY < 0) actualY += height;
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while (actualY >= height) actualY -= height;
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int index = actualY * width + i;
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if (index >= 0 && index < pixels.Length)
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{
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// 根据是否超出边界设置颜色
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pixels[index] = isOutOfBounds ? Color.red : Color.green;
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}
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}
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}
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// 绘制当前点 - 保留超出边界的红色标记
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bool isFOutOfBounds = f < 0 || f >= height;
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int actualF = f;
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while (actualF < 0) actualF += height;
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while (actualF >= height) actualF -= height;
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int currentIndex = actualF * width + i;
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if (currentIndex >= 0 && currentIndex < pixels.Length)
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{
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// 根据是否超出边界设置颜色
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pixels[currentIndex] = isFOutOfBounds ? Color.red : Color.green;
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}
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LastEventPointY = f;
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}
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return pixels;
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}
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public void ReDraw(float value)
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{
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int width = (int)CurveCanvas.rectTransform.sizeDelta.x / 5;
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int height = (int)CurveCanvas.rectTransform.sizeDelta.y / 5;
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// 获取颜色数组(可在多线程环境中调用)
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||||
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||||
// 在主线程中创建和设置纹理(Unity对象操作必须在主线程)
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StartCoroutine(GenerateTextureCoroutine(width, height, value));
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// 其余的非纹理相关代码保持不变
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if (NextEventPoint != null)
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{
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OvDrawimage.transform.localPosition = new Vector3(RightSide.transform.localPosition.x,
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animatedFloat.endValue * value * 5, 0);
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OvDrawimage.rectTransform.sizeDelta = new Vector2((NextEventPoint.animatedFloat.startTime - animatedFloat.endTime) / EditorManager.instance.uiManager.timeline.timePerBeat * FatherTab.BeatDeviver,
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OvDrawimage.rectTransform.sizeDelta.y);
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OvDrawimage.color = new Color(0, 1, 0, 1);
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while (OvDrawimage.transform.localPosition.y > 100)
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{
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OvDrawimage.color = new Color(1, 0, 0, 0.3f);
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OvDrawimage.transform.localPosition = new Vector3(OvDrawimage.transform.localPosition.x, OvDrawimage.transform.localPosition.y - 200, OvDrawimage.transform.localPosition.z);
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}
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while (OvDrawimage.transform.localPosition.y < -100)
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{
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OvDrawimage.color = new Color(1, 0, 0, 0.3f);
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OvDrawimage.transform.localPosition = new Vector3(OvDrawimage.transform.localPosition.x, OvDrawimage.transform.localPosition.y + 200, OvDrawimage.transform.localPosition.z);
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}
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}
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else
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{
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OvDrawimage.rectTransform.sizeDelta = new Vector2(0, OvDrawimage.rectTransform.sizeDelta.y);
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}
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selectButton.transform.localPosition = EvDrawimage.transform.localPosition;
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selectButton.GetComponent<RectTransform>().sizeDelta = EvDrawimage.rectTransform.sizeDelta;
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ViewText.text = animatedFloat.startTime.ToString("0.00") + "s" + "\n" +
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animatedFloat.startValue.ToString("0.0") + "\n" + animatedFloat.endValue.ToString("0.0") + "\n" + animatedFloat.endTime.ToString("0.00") + "s" + "\n" +
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animatedFloat.animationCurveType.ToString();
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ViewText.color = new Color(1, 1, 1, EvDrawimage.rectTransform.sizeDelta.x < 100 ? 0 : 1);
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}
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public void SelectButtonClick()//unity内:当按钮按下时
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@@ -359,3 +222,144 @@ public class EventPoint : MonoBehaviour
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);
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}
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||||
}
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||||
public partial class EventPoint//显示?
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{
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||||
public IEnumerator GenerateTextureCoroutine(int width, int height, float value)
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{
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Task<Color[]> task = Task.Run(() => GenerateTextureColors(width, height, value));
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while (!task.IsCompleted)
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||||
{
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||||
yield return null; // 等待下一帧
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||||
}
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Color[] textureColors = task.Result;
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Texture2D Texture = new Texture2D(width, height);
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Texture.SetPixels(textureColors);
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Texture.Apply();
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CurveCanvas.texture = Texture;
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// CurveCanvas.color = new Color(1, 1, 1, 0);
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// CurveCanvas.DOColor(new Color(1, 1, 1, 1), 0.2f).SetEase(Ease.InOutSine);
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|
||||
}
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public Color[] GenerateTextureColors(int width, int height, float value)
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||||
{
|
||||
Color[] pixels = new Color[width * height];
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||||
|
||||
// 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;
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||||
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))
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);
|
||||
|
||||
// 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;
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||||
while (actualY >= height) actualY -= height;
|
||||
|
||||
int index = actualY * width + i;
|
||||
if (index >= 0 && index < pixels.Length)
|
||||
{
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||||
// 根据是否超出边界设置颜色
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||||
pixels[index] = isOutOfBounds ? Color.red : Color.green;
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||||
}
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||||
}
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||||
}
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||||
else
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||||
{
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||||
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;
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||||
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;
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||||
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;
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||||
}
|
||||
|
||||
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