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

@@ -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();
}
}
}