基础内容-6

技术性调整;
Note效果;
This commit is contained in:
SoulliesOfficial
2025-01-30 22:45:33 -05:00
parent 39b4a5e7ff
commit 5f64c4faf8
47 changed files with 493 additions and 205 deletions

View File

@@ -20,6 +20,9 @@ namespace Ichni.RhythmGame
//标识 GUID
public Guid elementGuid;
//标签
public List<string> tags;
//存档
//public BaseElement_BM matchedBM;
@@ -38,13 +41,14 @@ namespace Ichni.RhythmGame
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void NewInitialize(string name)
public virtual void Initialize(string name)
{
this.elementName = name;
this.elementGuid = Guid.NewGuid();
EditorManager.instance.elementList.Add(this);
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
SetTransformObserver();
//SetTransformObserver();
}
/// <summary>
@@ -63,6 +67,14 @@ namespace Ichni.RhythmGame
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
}
/// <summary>
/// 设置父物体
/// </summary>
@@ -76,6 +88,23 @@ namespace Ichni.RhythmGame
transform.SetParent(parentElement.transform);
}
}
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
public abstract partial class BaseElement

View File

@@ -10,45 +10,62 @@ namespace Ichni.RhythmGame
public bool emissionEnabled;
public Color originalEmissionColor;
public float originalEmissionIntensity;
public List<Color> baseColorOffset = new List<Color>();
public List<Color> emissionColorOffset = new List<Color>();
public List<float> emissionIntensityOffset = new List<float>();
public Color currentBaseColor;
public Color currentEmissionColor;
public float currentEmissionIntensity;
public bool baseColorDirtyMark;
public bool emissionColorDirtyMark;
public ColorSubmodule()
public ColorSubmodule(BaseElement attachedElement) : base(attachedElement)
{
this.originalBaseColor = Color.white;
this.emissionEnabled = false;
this.originalEmissionColor = Color.black;
this.originalEmissionIntensity = 0;
this.currentBaseColor = Color.white;
this.currentEmissionColor = Color.black;
this.currentEmissionIntensity = 0;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
}
public ColorSubmodule(Color originalBaseColor)
public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor) : base(attachedElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = false;
this.originalEmissionColor = Color.black;
this.originalEmissionIntensity = 0;
this.currentBaseColor = originalBaseColor;
this.currentEmissionColor = Color.black;
this.currentEmissionIntensity = 0;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
}
public ColorSubmodule(Color originalBaseColor, bool emissionEnabled, Color originalEmissionColor, float originalEmissionIntensity)
public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = emissionEnabled;
this.originalEmissionColor = originalEmissionColor;
this.originalEmissionIntensity = originalEmissionIntensity;
this.currentBaseColor = originalBaseColor;
this.currentEmissionColor = originalEmissionColor;
this.currentEmissionIntensity = originalEmissionIntensity;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
}
}
}

View File

@@ -7,6 +7,11 @@ namespace Ichni.RhythmGame
public class EffectSubmodule : SubmoduleBase
{
public List<EffectBase> effectList;
public EffectSubmodule(BaseElement attachedElement) : base(attachedElement)
{
effectList = new List<EffectBase>();
}
}
public abstract class EffectBase

View File

@@ -6,6 +6,13 @@ namespace Ichni.RhythmGame
{
public abstract class SubmoduleBase
{
public BaseElement attachedElement;
public SubmoduleBase(BaseElement attachedElement)
{
this.attachedElement = attachedElement;
}
public virtual void InitialRefresh()
{

View File

@@ -11,14 +11,14 @@ namespace Ichni.RhythmGame
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略
public float startTime, endTime; //起止时间
public TimeDurationSubmodule()
public TimeDurationSubmodule(BaseElement attachedElement) : base(attachedElement)
{
isOverridingDuration = false;
startTime = 0;
endTime = 0;
startTime = -999;//TODO: 换为-delay
endTime = 999;//TODO: 换为songLength
}
public TimeDurationSubmodule(float startTime, float endTime)
public TimeDurationSubmodule(BaseElement attachedElement, float startTime, float endTime) : base(attachedElement)
{
this.isOverridingDuration = false;
this.startTime = startTime;

View File

@@ -14,83 +14,70 @@ namespace Ichni.RhythmGame
public Vector3 originalPosition;
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public List<Vector3> positionOffset;
public List<Vector3> eulerAnglesOffset;
public List<Vector3> scaleOffset;
public Vector3 currentPosition;
public Vector3 currentEulerAngles;
public Vector3 currentScale;
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public bool eulerAnglesOffsetLock;
public UnityAction OnPositionChanged;
public UnityAction OnEulerAnglesChanged;
public UnityAction OnScaleChanged;
public TransformSubmodule()
public TransformSubmodule(BaseElement attachedElement) : base(attachedElement)
{
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;
attachedElement.SetTransformObserver();
}
public TransformSubmodule(Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale)
public TransformSubmodule(BaseElement attachedElement,
Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedElement)
{
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)
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (var positionOffset in positionOffset)
{
offset += positionOffset;
}
currentPosition = originalPosition + offset;
positionDirtyMark = false;
}
positionOffset.Clear();
}).AddTo(target);
attachedElement.SetTransformObserver();
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using Ichni.RhythmGame.ThemeBundles.Basic;
using Sirenix.OdinInspector;
using UnityEngine;
@@ -13,6 +14,8 @@ namespace Ichni
public SongModule songModule;
public BasePrefabsCollection basePrefabs;
public List<BaseElement> elementList = new List<BaseElement>();
private void Awake()
{
@@ -22,17 +25,20 @@ namespace Ichni
private void Start()
{
var f0 = ElementFolder.GenerateElement("Folder", null);
var dis0 = Displacement.GenerateElement("Displacement-0", f0,
new FlexibleFloat(),
new FlexibleFloat(new List<AnimatedFloat>(){new (0,2,0,2, AnimationCurveType.Linear)}),
new FlexibleFloat());
var t0 = Track.GenerateElement("Track", f0, Vector3.left * 5f);
t0.trackPathSubmodule = new TrackPathSubmodule();
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable();
t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient();
(t0.trackPathSubmodule).NewInitialize(t0, false, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed);
(t0.trackTimeSubmodule as TrackTimeSubmoduleMovable).NewInitialize(t0, 0, 1, 1, AnimationCurveType.Linear);
(t0.trackRendererSubmodule as TrackRendererSubmoduleAutoOrient).NewInitialize(t0);
var p0 = PathNode.GeneratePathNode("PathNode-0", t0, 0, Vector3.zero, Vector3.forward, 1, Color.white);
var p1 = PathNode.GeneratePathNode("PathNode-1", t0, 1, Vector3.one * 10f, Vector3.left, 0, Color.red);
t0.AfterInitialize();
t0.trackPathSubmodule = new TrackPathSubmodule(t0, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed, false);
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable(t0, 0, 2, 1, AnimationCurveType.Linear);
t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(t0);
var p0 = PathNode.GenerateElement("PathNode-0", t0, 0, new Vector3(-5,5,10), Vector3.forward, 1, Color.white);
var p1 = PathNode.GenerateElement("PathNode-1", t0, 1, new Vector3(5,-5,10), Vector3.forward, 0, Color.red);
var n0 = Tap.GenerateElement("Note-0", 1f, t0);
var n0v = BasicNoteVisual.GenerateElement("Note-0-V", "basic", "BasicNoteTap3D", Vector3.zero, Vector3.zero, Vector3.one, n0);
elementList.ForEach(e => e.AfterInitialize());
}
private void Update()

View File

@@ -20,20 +20,16 @@ namespace Ichni
private void Awake()
{
instance = this;
}
private void Start()
{
loadedThemeBundleList = new List<ThemeBundle>();
AssetBundle.UnloadAllAssetBundles(true);
LoadAllThemeBundlesAbstract();
//DontDestroyOnLoad(gameObject);
LoadThemeBundle("fundamental");
LoadThemeBundle("basic");
}
public T GetObject<T>(string themeBundleName, string objectName) where T : class
{
return loadedThemeBundleList.Find(bundle => bundle.themeBundleName == themeBundleName)?.GetObject<T>(objectName);