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

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@@ -10,12 +10,16 @@ namespace Ichni.RhythmGame
{
public static ElementFolder GenerateElement(string name, BaseElement parentElement)
{
ElementFolder elementFolder = LeanPool.Spawn(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
elementFolder.NewInitialize(name);
elementFolder.Initialize(name);
elementFolder.SetParent(parentElement);
elementFolder.transformSubmodule = new TransformSubmodule(Vector3.zero, Vector3.zero, Vector3.one);
elementFolder.transformSubmodule = new TransformSubmodule(elementFolder);
elementFolder.timeDurationSubmodule = new TimeDurationSubmodule(elementFolder);
//elementFolder.GenerateTab(parentElement);
elementFolder.SetTransformObserver();
return elementFolder;
}

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@@ -14,8 +14,8 @@ namespace Ichni.RhythmGame
bool isStatic, bool isFirstGenerated = true)
{
EnvironmentObject themeBundleObject = ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
EnvironmentObject environmentObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.NewInitialize(elementName);
EnvironmentObject environmentObject = Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.Initialize(elementName);
environmentObject.isStatic = isStatic;
return environmentObject;
}

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@@ -24,15 +24,15 @@ namespace Ichni.RhythmGame
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
{
GameCamera gameCamera = LeanPool.Spawn(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
GameCamera gameCamera = Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
gameCamera.NewInitialize(elementName);
gameCamera.Initialize(elementName);
gameCamera.parentElement = parentElement;
gameCamera.cameraViewType = cameraViewType;
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
gameCamera.perspectiveAngle = perspectiveAngle;
gameCamera.orthographicSize = orthographicSize;
gameCamera.transformSubmodule = new TransformSubmodule(initialPosition, initialEulerAngles, Vector3.one);
gameCamera.transformSubmodule = new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
gameCamera.cameraTransform = gameCamera.transform;
gameCamera.SetParent(parentElement);

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@@ -5,7 +5,6 @@ using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -10,9 +12,12 @@ namespace Ichni.RhythmGame
public List<Vector2> availableFlickDirections;
public static Flick GenerateElement(string elementName, float exactJudgeTime, BaseElement attach, List<Vector2> directions)
{
Flick flick = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
flick.NewInitialize(elementName, exactJudgeTime);
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
flick.Initialize(elementName);
flick.exactJudgeTime = exactJudgeTime;
flick.availableFlickDirections = directions;
flick.transformSubmodule = new TransformSubmodule(flick);
flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
flick.SetParent(attach);
if (attach.TryGetComponent(out Track track))
@@ -20,6 +25,7 @@ namespace Ichni.RhythmGame
if (track.trackTimeSubmodule != null)
{
flick.track = track;
flick.trackPositioner = flick.AddComponent<SplinePositioner>();
flick.trackPositioner.spline = track.trackPathSubmodule.path;
flick.isOnTrack = true;
flick.UpdateNoteInTrack();
@@ -31,18 +37,11 @@ namespace Ichni.RhythmGame
}
else
{
flick.track = null;
flick.isOnTrack = false;
}
return flick;
}
public void NewInitialize(string elementName, float exactJudgeTime)
{
base.NewInitialize(elementName);
this.exactJudgeTime = exactJudgeTime;
this.track = null;
this.isOnTrack = false;
}
}
}

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@@ -6,7 +6,10 @@ namespace Ichni.RhythmGame
{
public class NoteJudgeSubmodule : SubmoduleBase
{
public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
{
}
}
public class NoteJudgeUnit

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@@ -40,7 +40,19 @@ namespace Ichni.RhythmGame
[Title("In-Game Info")]
public Vector2 noteScreenPosition;
public bool isJudged;
public override void Initialize(string name)
{
base.Initialize(name);
generateEffects = new EffectSubmodule(this);
generalJudgeEffects = new EffectSubmodule(this);
perfectJudgeEffects = new EffectSubmodule(this);
goodJudgeEffects = new EffectSubmodule(this);
badJudgeEffects = new EffectSubmodule(this);
missJudgeEffects = new EffectSubmodule(this);
noteJudgeSubmodule = new NoteJudgeSubmodule(this);
}
/// <summary>
/// 在MovableTrack上更新Note的位置注意HoldNote需要重写这个方法
/// </summary>
@@ -97,7 +109,7 @@ namespace Ichni.RhythmGame
{
if (!isJudged)
{
AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
//AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
isJudged = true;
}
}

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@@ -16,7 +16,7 @@ namespace Ichni.RhythmGame
public void NewInitialize(NoteBase note)
{
base.NewInitialize(note.elementName + " Note Visual");
base.Initialize(note.elementName + " Note Visual");
this.note = note;
}
}

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -9,8 +11,11 @@ namespace Ichni.RhythmGame
{
public static Stay GenerateElement(string elementName, float exactJudgeTime, BaseElement attach)
{
Stay stay = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
stay.NewInitialize(elementName, exactJudgeTime);
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
stay.Initialize(elementName);
stay.exactJudgeTime = exactJudgeTime;
stay.transformSubmodule = new TransformSubmodule(stay);
stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
stay.SetParent(attach);
if (attach.TryGetComponent(out Track track))
@@ -18,6 +23,7 @@ namespace Ichni.RhythmGame
if (track.trackTimeSubmodule != null)
{
stay.track = track;
stay.trackPositioner = stay.AddComponent<SplinePositioner>();
stay.trackPositioner.spline = track.trackPathSubmodule.path;
stay.isOnTrack = true;
stay.UpdateNoteInTrack();
@@ -29,18 +35,11 @@ namespace Ichni.RhythmGame
}
else
{
stay.track = null;
stay.isOnTrack = false;
}
return stay;
}
public void NewInitialize(string elementName, float exactJudgeTime)
{
base.NewInitialize(elementName);
this.exactJudgeTime = exactJudgeTime;
this.track = null;
this.isOnTrack = false;
}
}
}

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -9,8 +11,11 @@ namespace Ichni.RhythmGame
{
public static Tap GenerateElement(string elementName, float exactJudgeTime, BaseElement attach)
{
Tap tap = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
tap.NewInitialize(elementName, exactJudgeTime);
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
tap.Initialize(elementName);
tap.exactJudgeTime = exactJudgeTime;
tap.transformSubmodule = new TransformSubmodule(tap);
tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
tap.SetParent(attach);
if (attach.TryGetComponent(out Track track))
@@ -18,6 +23,7 @@ namespace Ichni.RhythmGame
if (track.trackTimeSubmodule != null)
{
tap.track = track;
tap.trackPositioner = tap.AddComponent<SplinePositioner>();
tap.trackPositioner.spline = track.trackPathSubmodule.path;
tap.isOnTrack = true;
tap.UpdateNoteInTrack();
@@ -29,18 +35,11 @@ namespace Ichni.RhythmGame
}
else
{
tap.track = null;
tap.isOnTrack = false;
}
return tap;
}
public void NewInitialize(string elementName, float exactJudgeTime)
{
base.NewInitialize(elementName);
this.exactJudgeTime = exactJudgeTime;
this.track = null;
this.isOnTrack = false;
}
}
}

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@@ -14,8 +14,13 @@ namespace Ichni.RhythmGame
bool isFirstGenerated = true)
{
GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
SubstantialObject substantialObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
substantialObject.NewInitialize(elementName);
SubstantialObject substantialObject = Instantiate(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
substantialObject.Initialize(elementName);
substantialObject.transformSubmodule = new TransformSubmodule(substantialObject, position, eulerAngles, scale);
substantialObject.timeDurationSubmodule = new TimeDurationSubmodule(substantialObject);
substantialObject.colorSubmodule = new ColorSubmodule(substantialObject);
substantialObject.SetParent(parent);
return substantialObject;
}

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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -12,34 +13,30 @@ namespace Ichni.RhythmGame
public ColorSubmodule colorSubmodule;
public Track track;
public int index;
public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
public SplinePoint node;
public static PathNode GeneratePathNode(string elementName, Track track, int index, Vector3 nodePosition,
public static PathNode GenerateElement(string elementName, Track track, int index, Vector3 nodePosition,
Vector3 nodeNormal, float nodeSize, Color nodeColor)
{
PathNode pathNode = LeanPool.Spawn(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
pathNode.NewInitialize(elementName, track, index, nodePosition, nodeNormal, nodeSize, nodeColor);
pathNode.Initialize(elementName);
pathNode.track = track;
//pathNode.index = index;
pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
pathNode.colorSubmodule = new ColorSubmodule(pathNode, nodeColor);
track.trackPathSubmodule.pathNodeList.Add(pathNode);
pathNode.SetParent(track);
return pathNode;
}
public void NewInitialize(string elementName, Track track, int index, Vector3 nodePosition,
Vector3 nodeNormal, float nodeSize, Color nodeColor)
{
base.NewInitialize(elementName);
this.track = track;
this.index = index;
this.transformSubmodule = new TransformSubmodule(nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
this.colorSubmodule = new ColorSubmodule(nodeColor);
Refresh();
}
public override void AfterInitialize()
{
Refresh();

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@@ -14,30 +14,23 @@ namespace Ichni.RhythmGame
public static Track GenerateElement(string elementName, BaseElement parent, Vector3 position)
{
if (parent == null)
{
throw new System.Exception("Parent is null");
}
Track track = Instantiate(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
Track track = LeanPool.Spawn(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
track.NewInitialize(elementName, position);
track.Initialize(elementName);
track.SetParent(parent);
track.transformSubmodule = new TransformSubmodule(track, position, Vector3.zero, Vector3.one);
track.timeDurationSubmodule = new TimeDurationSubmodule(track);
track.trackPathSubmodule = null;
track.trackTimeSubmodule = null;
track.trackRendererSubmodule = null;
track.SetTransformObserver();
return track;
}
private void NewInitialize(string elementName, Vector3 position)
{
base.NewInitialize(elementName);
timeDurationSubmodule = new TimeDurationSubmodule();
transformSubmodule = new TransformSubmodule(position, Vector3.zero, Vector3.one);
trackPathSubmodule = null;
trackTimeSubmodule = null;
trackRendererSubmodule = null;
Refresh();
}
public override void AfterInitialize()
{
@@ -56,7 +49,7 @@ namespace Ichni.RhythmGame
{
public override void Refresh()
{
transform.localPosition = transformSubmodule.currentPosition;
}
}

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@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
public static TrackHeadPoint GenerateElement(string elementName, Track track)
{
TrackHeadPoint head = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
head.NewInitialize(elementName, track);
head.SetParent(track);
@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame
private void NewInitialize(string elementName, Track track)
{
base.NewInitialize(elementName);
base.Initialize(elementName);
this.track = track;
this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
this.trackPositioner.spline = track.trackPathSubmodule.path;

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@@ -21,7 +21,7 @@ namespace Ichni.RhythmGame
public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
point.NewInitialize(elementName, track, trackPercent);
point.SetParent(track);
@@ -33,7 +33,7 @@ namespace Ichni.RhythmGame
private void NewInitialize(string elementName, Track track, FlexibleFloat trackPercent)
{
base.NewInitialize(elementName);
base.Initialize(elementName);
this.track = track;
this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
this.trackPositioner.spline = track.trackPathSubmodule.path;

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@@ -15,10 +15,8 @@ namespace Ichni.RhythmGame
public Track.TrackSamplingType trackSamplingType;
public bool isClosed;
public void NewInitialize(Track track, bool isClosed, Track.TrackSpaceType trackSpaceType,
Track.TrackSamplingType trackSamplingType)
public TrackPathSubmodule(Track track, Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType, bool isClosed) : base(track)
{
this.track = track;
this.path = track.AddComponent<SplineComputer>();
track.trackPathSubmodule = this;
this.pathNodeList = new List<PathNode>();
@@ -26,7 +24,8 @@ namespace Ichni.RhythmGame
this.trackSamplingType = trackSamplingType;
this.isClosed = isClosed;
SetUpSplineComputer(trackSpaceType, trackSamplingType);
SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
//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
}
}
@@ -59,13 +58,6 @@ namespace Ichni.RhythmGame
path.type = (Spline.Type)spaceType;
}
public void AddPathNode(PathNode point)
{
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);

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@@ -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;

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@@ -8,5 +8,11 @@ namespace Ichni.RhythmGame
{
public Track track;
public bool isUpdating;
public TrackSubmodule(Track track) : base(track)
{
this.track = track;
isUpdating = false;
}
}
}

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@@ -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
}
}