基础内容-6
技术性调整; Note效果;
This commit is contained in:
@@ -10,12 +10,16 @@ namespace Ichni.RhythmGame
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{
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public static ElementFolder GenerateElement(string name, BaseElement parentElement)
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{
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ElementFolder elementFolder = LeanPool.Spawn(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
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ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
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elementFolder.NewInitialize(name);
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elementFolder.Initialize(name);
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elementFolder.SetParent(parentElement);
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elementFolder.transformSubmodule = new TransformSubmodule(Vector3.zero, Vector3.zero, Vector3.one);
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elementFolder.transformSubmodule = new TransformSubmodule(elementFolder);
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elementFolder.timeDurationSubmodule = new TimeDurationSubmodule(elementFolder);
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//elementFolder.GenerateTab(parentElement);
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elementFolder.SetTransformObserver();
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return elementFolder;
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}
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@@ -14,8 +14,8 @@ namespace Ichni.RhythmGame
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bool isStatic, bool isFirstGenerated = true)
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{
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EnvironmentObject themeBundleObject = ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
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EnvironmentObject environmentObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
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environmentObject.NewInitialize(elementName);
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EnvironmentObject environmentObject = Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
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environmentObject.Initialize(elementName);
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environmentObject.isStatic = isStatic;
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return environmentObject;
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}
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@@ -24,15 +24,15 @@ namespace Ichni.RhythmGame
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CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
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Vector3 initialPosition, Vector3 initialEulerAngles)
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{
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GameCamera gameCamera = LeanPool.Spawn(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
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GameCamera gameCamera = Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
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gameCamera.NewInitialize(elementName);
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gameCamera.Initialize(elementName);
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gameCamera.parentElement = parentElement;
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gameCamera.cameraViewType = cameraViewType;
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gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
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gameCamera.perspectiveAngle = perspectiveAngle;
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gameCamera.orthographicSize = orthographicSize;
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gameCamera.transformSubmodule = new TransformSubmodule(initialPosition, initialEulerAngles, Vector3.one);
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gameCamera.transformSubmodule = new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
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gameCamera.cameraTransform = gameCamera.transform;
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gameCamera.SetParent(parentElement);
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@@ -5,7 +5,6 @@ using Lean.Pool;
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using MoreMountains.Feedbacks;
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using MoreMountains.FeedbacksForThirdParty;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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@@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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@@ -10,9 +12,12 @@ namespace Ichni.RhythmGame
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public List<Vector2> availableFlickDirections;
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public static Flick GenerateElement(string elementName, float exactJudgeTime, BaseElement attach, List<Vector2> directions)
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{
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Flick flick = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
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flick.NewInitialize(elementName, exactJudgeTime);
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Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
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flick.Initialize(elementName);
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flick.exactJudgeTime = exactJudgeTime;
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flick.availableFlickDirections = directions;
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flick.transformSubmodule = new TransformSubmodule(flick);
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flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
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flick.SetParent(attach);
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if (attach.TryGetComponent(out Track track))
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@@ -20,6 +25,7 @@ namespace Ichni.RhythmGame
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if (track.trackTimeSubmodule != null)
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{
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flick.track = track;
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flick.trackPositioner = flick.AddComponent<SplinePositioner>();
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flick.trackPositioner.spline = track.trackPathSubmodule.path;
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flick.isOnTrack = true;
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flick.UpdateNoteInTrack();
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@@ -31,18 +37,11 @@ namespace Ichni.RhythmGame
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}
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else
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{
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flick.track = null;
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flick.isOnTrack = false;
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}
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return flick;
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}
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public void NewInitialize(string elementName, float exactJudgeTime)
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{
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base.NewInitialize(elementName);
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this.exactJudgeTime = exactJudgeTime;
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this.track = null;
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this.isOnTrack = false;
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}
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}
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}
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@@ -6,7 +6,10 @@ namespace Ichni.RhythmGame
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{
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public class NoteJudgeSubmodule : SubmoduleBase
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{
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public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
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{
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}
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}
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public class NoteJudgeUnit
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@@ -40,7 +40,19 @@ namespace Ichni.RhythmGame
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[Title("In-Game Info")]
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public Vector2 noteScreenPosition;
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public bool isJudged;
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public override void Initialize(string name)
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{
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base.Initialize(name);
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generateEffects = new EffectSubmodule(this);
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generalJudgeEffects = new EffectSubmodule(this);
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perfectJudgeEffects = new EffectSubmodule(this);
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goodJudgeEffects = new EffectSubmodule(this);
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badJudgeEffects = new EffectSubmodule(this);
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missJudgeEffects = new EffectSubmodule(this);
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noteJudgeSubmodule = new NoteJudgeSubmodule(this);
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}
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/// <summary>
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/// 在MovableTrack上更新Note的位置,注意HoldNote需要重写这个方法
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/// </summary>
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@@ -97,7 +109,7 @@ namespace Ichni.RhythmGame
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{
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if (!isJudged)
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{
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AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
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//AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
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isJudged = true;
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}
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}
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@@ -16,7 +16,7 @@ namespace Ichni.RhythmGame
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public void NewInitialize(NoteBase note)
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{
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base.NewInitialize(note.elementName + " Note Visual");
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base.Initialize(note.elementName + " Note Visual");
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this.note = note;
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}
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}
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@@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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@@ -9,8 +11,11 @@ namespace Ichni.RhythmGame
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{
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public static Stay GenerateElement(string elementName, float exactJudgeTime, BaseElement attach)
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{
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Stay stay = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
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stay.NewInitialize(elementName, exactJudgeTime);
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Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
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stay.Initialize(elementName);
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stay.exactJudgeTime = exactJudgeTime;
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stay.transformSubmodule = new TransformSubmodule(stay);
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stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
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stay.SetParent(attach);
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if (attach.TryGetComponent(out Track track))
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@@ -18,6 +23,7 @@ namespace Ichni.RhythmGame
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if (track.trackTimeSubmodule != null)
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{
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stay.track = track;
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stay.trackPositioner = stay.AddComponent<SplinePositioner>();
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stay.trackPositioner.spline = track.trackPathSubmodule.path;
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stay.isOnTrack = true;
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stay.UpdateNoteInTrack();
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@@ -29,18 +35,11 @@ namespace Ichni.RhythmGame
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}
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else
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{
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stay.track = null;
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stay.isOnTrack = false;
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}
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return stay;
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}
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public void NewInitialize(string elementName, float exactJudgeTime)
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{
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base.NewInitialize(elementName);
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this.exactJudgeTime = exactJudgeTime;
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this.track = null;
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this.isOnTrack = false;
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}
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}
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}
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@@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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@@ -9,8 +11,11 @@ namespace Ichni.RhythmGame
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{
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public static Tap GenerateElement(string elementName, float exactJudgeTime, BaseElement attach)
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{
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Tap tap = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
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tap.NewInitialize(elementName, exactJudgeTime);
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Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
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tap.Initialize(elementName);
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tap.exactJudgeTime = exactJudgeTime;
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tap.transformSubmodule = new TransformSubmodule(tap);
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tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
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tap.SetParent(attach);
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if (attach.TryGetComponent(out Track track))
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@@ -18,6 +23,7 @@ namespace Ichni.RhythmGame
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if (track.trackTimeSubmodule != null)
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{
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tap.track = track;
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tap.trackPositioner = tap.AddComponent<SplinePositioner>();
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tap.trackPositioner.spline = track.trackPathSubmodule.path;
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tap.isOnTrack = true;
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tap.UpdateNoteInTrack();
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@@ -29,18 +35,11 @@ namespace Ichni.RhythmGame
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}
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else
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{
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tap.track = null;
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tap.isOnTrack = false;
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}
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return tap;
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}
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public void NewInitialize(string elementName, float exactJudgeTime)
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{
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base.NewInitialize(elementName);
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this.exactJudgeTime = exactJudgeTime;
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this.track = null;
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this.isOnTrack = false;
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}
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}
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}
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@@ -14,8 +14,13 @@ namespace Ichni.RhythmGame
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bool isFirstGenerated = true)
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{
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GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
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SubstantialObject substantialObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
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substantialObject.NewInitialize(elementName);
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SubstantialObject substantialObject = Instantiate(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
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substantialObject.Initialize(elementName);
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substantialObject.transformSubmodule = new TransformSubmodule(substantialObject, position, eulerAngles, scale);
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substantialObject.timeDurationSubmodule = new TimeDurationSubmodule(substantialObject);
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substantialObject.colorSubmodule = new ColorSubmodule(substantialObject);
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substantialObject.SetParent(parent);
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return substantialObject;
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}
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni;
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using Lean.Pool;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni.RhythmGame
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@@ -12,34 +13,30 @@ namespace Ichni.RhythmGame
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public ColorSubmodule colorSubmodule;
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public Track track;
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public int index;
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public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
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public SplinePoint node;
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public static PathNode GeneratePathNode(string elementName, Track track, int index, Vector3 nodePosition,
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public static PathNode GenerateElement(string elementName, Track track, int index, Vector3 nodePosition,
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Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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PathNode pathNode = LeanPool.Spawn(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
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PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
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pathNode.NewInitialize(elementName, track, index, nodePosition, nodeNormal, nodeSize, nodeColor);
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pathNode.Initialize(elementName);
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pathNode.track = track;
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//pathNode.index = index;
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pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
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pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
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pathNode.colorSubmodule = new ColorSubmodule(pathNode, nodeColor);
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track.trackPathSubmodule.pathNodeList.Add(pathNode);
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pathNode.SetParent(track);
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return pathNode;
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}
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public void NewInitialize(string elementName, Track track, int index, Vector3 nodePosition,
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Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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base.NewInitialize(elementName);
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this.track = track;
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this.index = index;
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this.transformSubmodule = new TransformSubmodule(nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
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this.colorSubmodule = new ColorSubmodule(nodeColor);
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Refresh();
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}
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public override void AfterInitialize()
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{
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Refresh();
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@@ -14,30 +14,23 @@ namespace Ichni.RhythmGame
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public static Track GenerateElement(string elementName, BaseElement parent, Vector3 position)
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{
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if (parent == null)
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{
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throw new System.Exception("Parent is null");
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}
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Track track = Instantiate(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
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Track track = LeanPool.Spawn(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
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track.NewInitialize(elementName, position);
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track.Initialize(elementName);
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track.SetParent(parent);
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track.transformSubmodule = new TransformSubmodule(track, position, Vector3.zero, Vector3.one);
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track.timeDurationSubmodule = new TimeDurationSubmodule(track);
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track.trackPathSubmodule = null;
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track.trackTimeSubmodule = null;
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track.trackRendererSubmodule = null;
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track.SetTransformObserver();
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return track;
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}
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private void NewInitialize(string elementName, Vector3 position)
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{
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base.NewInitialize(elementName);
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timeDurationSubmodule = new TimeDurationSubmodule();
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transformSubmodule = new TransformSubmodule(position, Vector3.zero, Vector3.one);
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trackPathSubmodule = null;
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trackTimeSubmodule = null;
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trackRendererSubmodule = null;
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Refresh();
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}
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public override void AfterInitialize()
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{
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@@ -56,7 +49,7 @@ namespace Ichni.RhythmGame
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{
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public override void Refresh()
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{
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transform.localPosition = transformSubmodule.currentPosition;
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}
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}
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@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
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public static TrackHeadPoint GenerateElement(string elementName, Track track)
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{
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TrackHeadPoint head = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
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TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
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head.NewInitialize(elementName, track);
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head.SetParent(track);
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@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame
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private void NewInitialize(string elementName, Track track)
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{
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base.NewInitialize(elementName);
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base.Initialize(elementName);
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this.track = track;
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this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
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this.trackPositioner.spline = track.trackPathSubmodule.path;
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@@ -21,7 +21,7 @@ namespace Ichni.RhythmGame
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public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
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{
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TrackPercentPoint point = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
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TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
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point.NewInitialize(elementName, track, trackPercent);
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point.SetParent(track);
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@@ -33,7 +33,7 @@ namespace Ichni.RhythmGame
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private void NewInitialize(string elementName, Track track, FlexibleFloat trackPercent)
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{
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base.NewInitialize(elementName);
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base.Initialize(elementName);
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this.track = track;
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this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
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this.trackPositioner.spline = track.trackPathSubmodule.path;
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@@ -15,10 +15,8 @@ namespace Ichni.RhythmGame
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public Track.TrackSamplingType trackSamplingType;
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public bool isClosed;
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public void NewInitialize(Track track, bool isClosed, Track.TrackSpaceType trackSpaceType,
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Track.TrackSamplingType trackSamplingType)
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public TrackPathSubmodule(Track track, Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType, bool isClosed) : base(track)
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{
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this.track = track;
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this.path = track.AddComponent<SplineComputer>();
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track.trackPathSubmodule = this;
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this.pathNodeList = new List<PathNode>();
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@@ -26,7 +24,8 @@ namespace Ichni.RhythmGame
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this.trackSamplingType = trackSamplingType;
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this.isClosed = isClosed;
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SetUpSplineComputer(trackSpaceType, trackSamplingType);
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SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
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//闭合路径在PathNode生成时执行,在初始化的情况下,PathNode数量为0,不会执行闭合操作
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}
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||||
}
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||||
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||||
@@ -59,13 +58,6 @@ namespace Ichni.RhythmGame
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||||
path.type = (Spline.Type)spaceType;
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}
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||||
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||||
public void AddPathNode(PathNode point)
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{
|
||||
path.SetPoint(pathNodeList.Count, point.node, SplineComputer.Space.Local);
|
||||
|
||||
pathNodeList.Add(point);
|
||||
}
|
||||
|
||||
public void SetPathNode(PathNode point)
|
||||
{
|
||||
path.SetPoint(point.index, point.node, SplineComputer.Space.Local);
|
||||
|
||||
@@ -11,16 +11,20 @@ namespace Ichni.RhythmGame
|
||||
public MeshGenerator meshGenerator;
|
||||
public MeshRenderer meshRenderer;
|
||||
public Material renderMaterial;
|
||||
|
||||
public TrackRendererSubmodule(Track track) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
this.track.trackRendererSubmodule = this;
|
||||
}
|
||||
}
|
||||
|
||||
public class TrackRendererSubmoduleAutoOrient : TrackRendererSubmodule
|
||||
{
|
||||
public SplineRenderer splineRenderer;
|
||||
|
||||
public void NewInitialize(Track track, Material material = null)
|
||||
public TrackRendererSubmoduleAutoOrient(Track track, Material material = null) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
this.track.trackRendererSubmodule = this;
|
||||
this.splineRenderer = track.AddComponent<SplineRenderer>();
|
||||
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
|
||||
this.meshGenerator = splineRenderer;
|
||||
|
||||
@@ -8,5 +8,11 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public Track track;
|
||||
public bool isUpdating;
|
||||
|
||||
public TrackSubmodule(Track track) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
isUpdating = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,12 @@ namespace Ichni.RhythmGame
|
||||
public class TrackTimeSubmodule : TrackSubmodule
|
||||
{
|
||||
public float headPercent, tailPercent;
|
||||
|
||||
public TrackTimeSubmodule(Track track) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
this.track.trackTimeSubmodule = this;
|
||||
}
|
||||
}
|
||||
|
||||
public class TrackTimeSubmoduleMovable : TrackTimeSubmodule
|
||||
@@ -16,17 +22,17 @@ namespace Ichni.RhythmGame
|
||||
public float trackTotalTime;
|
||||
public float visibleTrackTimeLength;
|
||||
public AnimationCurveType animationCurveType;
|
||||
|
||||
public void NewInitialize(Track track, float trackStartTime, float trackEndTime,
|
||||
float visibleTrackTimeLength, AnimationCurveType animationCurveType)
|
||||
|
||||
public TrackTimeSubmoduleMovable(Track track, float trackStartTime, float trackEndTime,
|
||||
float visibleTrackTimeLength, AnimationCurveType animationCurveType) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
this.track.trackTimeSubmodule = this;
|
||||
this.trackStartTime = trackStartTime;
|
||||
this.trackEndTime = trackEndTime;
|
||||
this.trackTotalTime = trackEndTime - trackStartTime;
|
||||
this.visibleTrackTimeLength = visibleTrackTimeLength;
|
||||
this.animationCurveType = animationCurveType;
|
||||
|
||||
track.timeDurationSubmodule.startTime = trackStartTime;
|
||||
track.timeDurationSubmodule.endTime = trackEndTime + visibleTrackTimeLength;
|
||||
}
|
||||
@@ -57,16 +63,15 @@ namespace Ichni.RhythmGame
|
||||
public float trackTotalTime;
|
||||
public AnimationCurveType animationCurveType;
|
||||
|
||||
public void NewInitialize(Track track, float trackTotalTime, AnimationCurveType animationCurveType)
|
||||
public TrackTimeSubmoduleStatic(Track track, float trackTotalTime, AnimationCurveType animationCurveType) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
this.track.trackTimeSubmodule = this;
|
||||
this.trackTotalTime = trackTotalTime;
|
||||
this.animationCurveType = animationCurveType;
|
||||
this.headPercent = 0;
|
||||
this.tailPercent = 1;
|
||||
track.timeDurationSubmodule.startTime = 0;
|
||||
track.timeDurationSubmodule.endTime = 0;
|
||||
|
||||
track.timeDurationSubmodule.startTime = -999;
|
||||
track.timeDurationSubmodule.endTime = 999;
|
||||
//timeDurationSubmodule 根据下辖Note的时间来设置
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user