基础内容-6
技术性调整; Note效果;
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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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@@ -59,13 +58,6 @@ namespace Ichni.RhythmGame
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path.type = (Spline.Type)spaceType;
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}
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public void AddPathNode(PathNode point)
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{
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path.SetPoint(pathNodeList.Count, point.node, SplineComputer.Space.Local);
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pathNodeList.Add(point);
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}
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public void SetPathNode(PathNode point)
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{
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path.SetPoint(point.index, point.node, SplineComputer.Space.Local);
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@@ -11,16 +11,20 @@ namespace Ichni.RhythmGame
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public MeshGenerator meshGenerator;
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public MeshRenderer meshRenderer;
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public Material renderMaterial;
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public TrackRendererSubmodule(Track track) : base(track)
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{
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this.track = track;
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this.track.trackRendererSubmodule = this;
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}
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}
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public class TrackRendererSubmoduleAutoOrient : TrackRendererSubmodule
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{
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public SplineRenderer splineRenderer;
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public void NewInitialize(Track track, Material material = null)
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public TrackRendererSubmoduleAutoOrient(Track track, Material material = null) : base(track)
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{
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this.track = track;
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this.track.trackRendererSubmodule = this;
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this.splineRenderer = track.AddComponent<SplineRenderer>();
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this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
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this.meshGenerator = splineRenderer;
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@@ -8,5 +8,11 @@ namespace Ichni.RhythmGame
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{
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public Track track;
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public bool isUpdating;
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public TrackSubmodule(Track track) : base(track)
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{
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this.track = track;
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isUpdating = false;
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}
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}
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}
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@@ -7,6 +7,12 @@ namespace Ichni.RhythmGame
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public class TrackTimeSubmodule : TrackSubmodule
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{
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public float headPercent, tailPercent;
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public TrackTimeSubmodule(Track track) : base(track)
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{
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this.track = track;
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this.track.trackTimeSubmodule = this;
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}
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}
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public class TrackTimeSubmoduleMovable : TrackTimeSubmodule
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@@ -16,17 +22,17 @@ namespace Ichni.RhythmGame
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public float trackTotalTime;
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public float visibleTrackTimeLength;
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public AnimationCurveType animationCurveType;
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public void NewInitialize(Track track, float trackStartTime, float trackEndTime,
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float visibleTrackTimeLength, AnimationCurveType animationCurveType)
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public TrackTimeSubmoduleMovable(Track track, float trackStartTime, float trackEndTime,
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float visibleTrackTimeLength, AnimationCurveType animationCurveType) : base(track)
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{
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this.track = track;
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this.track.trackTimeSubmodule = this;
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this.trackStartTime = trackStartTime;
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this.trackEndTime = trackEndTime;
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this.trackTotalTime = trackEndTime - trackStartTime;
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this.visibleTrackTimeLength = visibleTrackTimeLength;
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this.animationCurveType = animationCurveType;
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track.timeDurationSubmodule.startTime = trackStartTime;
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track.timeDurationSubmodule.endTime = trackEndTime + visibleTrackTimeLength;
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}
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@@ -57,16 +63,15 @@ namespace Ichni.RhythmGame
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public float trackTotalTime;
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public AnimationCurveType animationCurveType;
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public void NewInitialize(Track track, float trackTotalTime, AnimationCurveType animationCurveType)
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public TrackTimeSubmoduleStatic(Track track, float trackTotalTime, AnimationCurveType animationCurveType) : base(track)
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{
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this.track = track;
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this.track.trackTimeSubmodule = this;
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this.trackTotalTime = trackTotalTime;
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this.animationCurveType = animationCurveType;
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this.headPercent = 0;
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this.tailPercent = 1;
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track.timeDurationSubmodule.startTime = 0;
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track.timeDurationSubmodule.endTime = 0;
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track.timeDurationSubmodule.startTime = -999;
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track.timeDurationSubmodule.endTime = 999;
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//timeDurationSubmodule 根据下辖Note的时间来设置
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}
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}
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