This commit is contained in:
SoulliesOfficial
2026-03-30 03:23:36 -04:00
parent 7533e7031d
commit 7954ec800c
56 changed files with 23688 additions and 18808 deletions

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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -19937,7 +19978,7 @@ ParticleSystem:
serializedVersion: 2
minMaxState: 0
minColor: {r: 1, g: 1, b: 1, a: 1}
maxColor: {r: 1, g: 1, b: 1, a: 1}
maxColor: {r: 0.75786155, g: 0.9563201, b: 1, a: 1}
maxGradient:
serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1}
@@ -24517,7 +24558,7 @@ ParticleSystemRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: f15e5c2322a657648b9eba8e3b1737a8, type: 2}
- {fileID: 2100000, guid: 4a0d516e599c48a4aa0f3ef7618bc43c, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
@@ -8,8 +9,16 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public class DTMGlobalFog_BM : EnvironmentObject_BM
{
public float fogIntensity = 1f;
public float fogColorStartR = 0.5f, fogColorStartG = 0.75f, fogColorStartB = 1.0f, fogColorStartA = 1.0f;
public float fogColorEndR = 0.75f, fogColorEndG = 1.0f, fogColorEndB = 1.25f, fogColorEndA = 1.0f;
// 新字段(新存档使用)
public Color fogColorStart = new Color(0.5f, 0.75f, 1f, 1f);
public Color fogColorEnd = new Color(0.75f, 1f, 1.25f, 1f);
public float fogColorStartIntensity = 0f;
public float fogColorEndIntensity = 0f;
// 旧字段(保留以兼容旧存档 JSON 反序列化)
public float fogColorStartR = -1f, fogColorStartG = -1f, fogColorStartB = -1f, fogColorStartA = -1f;
public float fogColorEndR = -1f, fogColorEndG = -1f, fogColorEndB = -1f, fogColorEndA = -1f;
public float fogColorDuo = 0f;
public float skyboxFogIntensity = 1f;
@@ -26,8 +35,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public DTMGlobalFog_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName, bool isStatic,
float fogIntensity,
float fogColorStartR, float fogColorStartG, float fogColorStartB, float fogColorStartA,
float fogColorEndR, float fogColorEndG, float fogColorEndB, float fogColorEndA,
Color fogColorStart, Color fogColorEnd,
float fogColorStartIntensity, float fogColorEndIntensity,
float fogColorDuo,
float skyboxFogIntensity, float skyboxFogHeight,
float skyboxFogFalloff, float skyboxFogOffset,
@@ -35,8 +44,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
{
this.fogIntensity = fogIntensity;
this.fogColorStartR = fogColorStartR; this.fogColorStartG = fogColorStartG; this.fogColorStartB = fogColorStartB; this.fogColorStartA = fogColorStartA;
this.fogColorEndR = fogColorEndR; this.fogColorEndG = fogColorEndG; this.fogColorEndB = fogColorEndB; this.fogColorEndA = fogColorEndA;
this.fogColorStart = fogColorStart;
this.fogColorEnd = fogColorEnd;
this.fogColorStartIntensity = fogColorStartIntensity;
this.fogColorEndIntensity = fogColorEndIntensity;
this.fogColorDuo = fogColorDuo;
this.skyboxFogIntensity = skyboxFogIntensity;
this.skyboxFogHeight = skyboxFogHeight;
@@ -48,11 +59,17 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public override void ExecuteBM()
{
// 向后兼容:如果旧版 float 字段有有效值(>=0则从旧字段构建 Color覆盖新字段默认值
if (fogColorStartR >= 0f)
fogColorStart = new Color(fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA);
if (fogColorEndR >= 0f)
fogColorEnd = new Color(fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA);
matchedElement = DTMGlobalFog.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
fogIntensity,
fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA,
fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA,
fogColorStart, fogColorEnd,
fogColorStartIntensity, fogColorEndIntensity,
fogColorDuo,
skyboxFogIntensity, skyboxFogHeight,
skyboxFogFalloff, skyboxFogOffset,

View File

@@ -22,6 +22,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public float outerBorderColorA = 1f;
public float outerBorderWidth = 0.02f;
public float fadeFar = 100f;
public float fadeNear = 20f;
public DTMRandomGridFloor_BM()
{
}
@@ -30,7 +33,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
string themeBundleName, string objectName, bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
bool enableOuterBorder, Color outerColor, float outerBorderWidth)
bool enableOuterBorder, Color outerColor, float outerBorderWidth,
float fadeFar = 100f, float fadeNear = 20f)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
{
this.patternSizeX = patternSizeX;
@@ -47,6 +51,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
this.outerBorderColorA = outerColor.a;
this.outerBorderWidth = outerBorderWidth;
this.fadeFar = fadeFar;
this.fadeNear = fadeNear;
}
public override void ExecuteBM()
@@ -57,7 +63,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
patternSizeX, patternSizeY, gridDensity,
timeAngle, stepA, stepB,
enableOuterBorder, outerColor, outerBorderWidth);
enableOuterBorder, outerColor, outerBorderWidth,
fadeFar, fadeNear);
}
}
}

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
@@ -10,8 +11,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public FlexibleBool_BM enableTimes;
public float enableProcessTime = 0.5f;
public float headSize = 1f;
public FlexibleFloat_BM headRotateSpeed;
public AnimationCurve widthCurve;
public Gradient trailAlphaGradient;
public DTMTrail_BM()
{
@@ -20,7 +22,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public DTMTrail_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
string themeBundleName, string objectName, bool isStatic, FlexibleFloat visibleTimeLength,
FlexibleBool enableTimes, FlexibleFloat headRotateSpeed, float enableProcessTime, float headSize) :
FlexibleBool enableTimes, FlexibleFloat headRotateSpeed, float enableProcessTime, float headSize,
AnimationCurve widthCurve, Gradient trailAlphaGradient) :
base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
{
this.visibleTimeLength = visibleTimeLength?.ConvertToBM();
@@ -28,20 +31,23 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
this.headRotateSpeed = headRotateSpeed?.ConvertToBM();
this.enableProcessTime = enableProcessTime;
this.headSize = headSize;
this.widthCurve = widthCurve;
this.trailAlphaGradient = trailAlphaGradient;
}
public override void ExecuteBM()
{
matchedElement = DTMTrail.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, visibleTimeLength?.ConvertToGameType(),
enableTimes?.ConvertToGameType(), headRotateSpeed?.ConvertToGameType(), enableProcessTime, headSize);
enableTimes?.ConvertToGameType(), headRotateSpeed?.ConvertToGameType(), enableProcessTime, headSize,
widthCurve, trailAlphaGradient);
}
public override GameElement DuplicateBM(GameElement parent)
{
return DTMTrail.GenerateElement(elementName, Guid.NewGuid(), tags, false,
themeBundleName, objectName, parent, isStatic, visibleTimeLength?.ConvertToGameType(), enableTimes?.ConvertToGameType(),
headRotateSpeed?.ConvertToGameType(), enableProcessTime, headSize);
headRotateSpeed?.ConvertToGameType(), enableProcessTime, headSize, widthCurve, trailAlphaGradient);
}
}
}

View File

@@ -12,8 +12,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
matchedBM = new DTMGlobalFog_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
fogIntensity,
fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA,
fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA,
fogColorStart, fogColorEnd,
fogColorStartIntensity, fogColorEndIntensity,
fogColorDuo,
skyboxFogIntensity, skyboxFogHeight,
skyboxFogFalloff, skyboxFogOffset,
@@ -29,15 +29,14 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
var subcontainer = container.GenerateSubcontainer(3);
inspector.GenerateInputField(this, subcontainer, "Fog Intensity", nameof(fogIntensity)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color Start R", nameof(fogColorStartR)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color Start G", nameof(fogColorStartG)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color Start B", nameof(fogColorStartB)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color Start A", nameof(fogColorStartA)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color End R", nameof(fogColorEndR)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color End G", nameof(fogColorEndG)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color End B", nameof(fogColorEndB)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color End A", nameof(fogColorEndA)).AddListenerFunction(UpdateFogProperties);
var colorStartContainer = container.GenerateSubcontainer(1);
inspector.GenerateEmissionColorPicker(this, colorStartContainer, "Fog Color Start", "NULL", nameof(fogColorStart), nameof(fogColorStartIntensity))
.AddListenerFunction(UpdateFogProperties);
var colorEndContainer = container.GenerateSubcontainer(1);
inspector.GenerateEmissionColorPicker(this, colorEndContainer, "Fog Color End", "NULL", nameof(fogColorEnd), nameof(fogColorEndIntensity))
.AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Fog Color Duo", nameof(fogColorDuo)).AddListenerFunction(UpdateFogProperties);
inspector.GenerateInputField(this, subcontainer, "Skybox Fog Intensity", nameof(skyboxFogIntensity)).AddListenerFunction(UpdateFogProperties);

View File

@@ -13,7 +13,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
themeBundleName, objectName, isStatic,
patternSizeX, patternSizeY, gridDensity,
timeAngle, stepA, stepB,
enableOuterBorder, outerBorderColor, outerBorderWidth);
enableOuterBorder, outerBorderColor, outerBorderWidth,
fadeFar, fadeNear);
}
public override void SetUpInspector()
@@ -34,6 +35,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
inspector.GenerateToggle(this, subcontainer, "Enable Outer Border", nameof(enableOuterBorder)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateBaseColorPicker(this, subcontainer, "Outer Border Color", nameof(outerBorderColor)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Outer Border Width", nameof(outerBorderWidth)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Fade Far", nameof(fadeFar)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Fade Near", nameof(fadeNear)).AddListenerFunction(UpdateMaterialProperties);
}
#endregion
}

View File

@@ -1,10 +1,18 @@
using Ichni.Editor;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMTrail
{
#region [Editor] Inspection
public override void SaveBM()
{
matchedBM = new Beatmap.DTMTrail_BM(elementName, elementGuid, tags, parentElement.matchedBM as Ichni.RhythmGame.Beatmap.GameElement_BM,
themeBundleName, objectName, isStatic, visibleTimeLength, enableTimes, headRotateSpeed, enableProcessTime, headSize,
widthCurve, trailAlphaGradient);
}
public override void SetUpInspector()
{
base.SetUpInspector();
@@ -39,6 +47,28 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
var headSizeInputField =
inspector.GenerateInputField(this, subcontainer, "Head Size", nameof(headSize));
var curveSettings = container.GenerateSubcontainer(3);
var widthCurveButton = inspector.GenerateButton(this, curveSettings, "Width Curve", () =>
{
var window = inspector.GenerateCompositeParameterWindow(this, "Width Curve", nameof(widthCurve));
window.SetAsCustomCurve();
window.closeButton.onClick.AddListener(() => trailRenderer.widthCurve = widthCurve);
});
var colorSettings = container.GenerateSubcontainer(3);
var gradientColorKeysButton = inspector.GenerateButton(this, colorSettings, "Gradient Color Keys", () =>
{
var gradientWindow = inspector.GenerateCompositeParameterWindow(this, "Gradient Color Keys", nameof(trailAlphaGradient));
gradientWindow.SetAsGradientColorKeys();
gradientWindow.closeButton.onClick.AddListener(() => trailRenderer.colorGradient = trailAlphaGradient);
});
var gradientAlphaKeysButton = inspector.GenerateButton(this, colorSettings, "Gradient Alpha Keys", () =>
{
var gradientWindow = inspector.GenerateCompositeParameterWindow(this, "Gradient Alpha Keys", nameof(trailAlphaGradient));
gradientWindow.SetAsGradientAlphaKeys();
gradientWindow.closeButton.onClick.AddListener(() => trailRenderer.colorGradient = trailAlphaGradient);
});
}
#endregion
}

View File

@@ -14,8 +14,16 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public HeightFogGlobal heightFogGlobal;
public float fogIntensity;
public float fogColorStartR = 0.5f, fogColorStartG = 0.75f, fogColorStartB = 1f, fogColorStartA = 1f;
public float fogColorEndR = 0.75f, fogColorEndG = 1f, fogColorEndB = 1.25f, fogColorEndA = 1f;
// 新字段:使用 Color + 发光强度HDR
public Color fogColorStart = new Color(0.5f, 0.75f, 1f, 1f);
public Color fogColorEnd = new Color(0.75f, 1f, 1.25f, 1f);
public float fogColorStartIntensity = 0f;
public float fogColorEndIntensity = 0f;
// 旧字段:保留以兼容旧版存档(由 BM 层 fallback 时使用)
[System.NonSerialized] public float fogColorStartR = 0.5f, fogColorStartG = 0.75f, fogColorStartB = 1f, fogColorStartA = 1f;
[System.NonSerialized] public float fogColorEndR = 0.75f, fogColorEndG = 1f, fogColorEndB = 1.25f, fogColorEndA = 1f;
public float fogColorDuo;
public float skyboxFogIntensity;
@@ -31,8 +39,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float fogIntensity,
float fogColorStartR, float fogColorStartG, float fogColorStartB, float fogColorStartA,
float fogColorEndR, float fogColorEndG, float fogColorEndB, float fogColorEndA,
Color fogColorStart, Color fogColorEnd,
float fogColorStartIntensity, float fogColorEndIntensity,
float fogColorDuo,
float skyboxFogIntensity, float skyboxFogHeight,
float skyboxFogFalloff, float skyboxFogOffset,
@@ -42,24 +50,15 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMGlobalFog>();
globalFog.fogIntensity = fogIntensity;
globalFog.fogColorStartR = fogColorStartR;
globalFog.fogColorStartG = fogColorStartG;
globalFog.fogColorStartB = fogColorStartB;
globalFog.fogColorStartA = fogColorStartA;
globalFog.fogColorEndR = fogColorEndR;
globalFog.fogColorEndG = fogColorEndG;
globalFog.fogColorEndB = fogColorEndB;
globalFog.fogColorEndA = fogColorEndA;
globalFog.fogColorStart = fogColorStart;
globalFog.fogColorEnd = fogColorEnd;
globalFog.fogColorStartIntensity = fogColorStartIntensity;
globalFog.fogColorEndIntensity = fogColorEndIntensity;
globalFog.fogColorDuo = fogColorDuo;
globalFog.skyboxFogIntensity = skyboxFogIntensity;
globalFog.skyboxFogHeight = skyboxFogHeight;
globalFog.skyboxFogFalloff = skyboxFogFalloff;
globalFog.skyboxFogOffset = skyboxFogOffset;
globalFog.skyboxFogBottom = skyboxFogBottom;
globalFog.skyboxFogFill = skyboxFogFill;
@@ -95,8 +94,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
heightFogGlobal.fogIntensity = fogIntensity;
heightFogGlobal.fogColorStart = new Color(fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA);
heightFogGlobal.fogColorEnd = new Color(fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA);
// 使用 HDR 颜色base color * 2^intensity
heightFogGlobal.fogColorStart = fogColorStart * Mathf.Pow(2, fogColorStartIntensity);
heightFogGlobal.fogColorEnd = fogColorEnd * Mathf.Pow(2, fogColorEndIntensity);
heightFogGlobal.fogColorDuo = fogColorDuo;

View File

@@ -19,6 +19,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public Color outerBorderColor;
public float outerBorderWidth;
public float fadeFar = 100f;
public float fadeNear = 20f;
public Renderer meshRenderer;
#endregion
@@ -30,7 +33,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
float timeAngle, float stepA, float stepB,
bool enableOuterBorder,
Color outerBorderColor,
float outerBorderWidth)
float outerBorderWidth,
float fadeFar = 100f,
float fadeNear = 20f)
{
DTMRandomGridFloor randomGridFloor = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMRandomGridFloor>();
@@ -45,6 +50,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
randomGridFloor.enableOuterBorder = enableOuterBorder;
randomGridFloor.outerBorderColor = outerBorderColor;
randomGridFloor.outerBorderWidth = outerBorderWidth;
randomGridFloor.fadeFar = fadeFar;
randomGridFloor.fadeNear = fadeNear;
return randomGridFloor;
}
@@ -95,6 +102,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
mat.SetColor("_OuterBorderColor", outerBorderColor);
mat.SetFloat("_OuterBorderWidth", outerBorderWidth);
mat.SetFloat("_FadeFar", fadeFar);
mat.SetFloat("_FadeNear", fadeNear);
mat.SetColor("_Color0", colorSubmodule.currentBaseColor);
}
}

View File

@@ -14,20 +14,20 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public partial class DTMTrail : EnvironmentObject, IHaveTrail, IHaveInteraction
{
#region [] Exposed Fields
public GameObject headPoint, headCircle;
public GameObject headPoint, headCircle, sparks;
public GameObject trailBody;
public List<Renderer> renderers = new List<Renderer>();
public bool isHeadEnabled;
public List<Renderer> renderers;
public ParticleSystem headCircleParticle;
public TrailRenderer trailRenderer { get; set; }
public FlexibleFloat visibleTimeLength;
public FlexibleBool enableTimes;
public float enableProcessTime = 0.5f;
public float headSize = 1f;
public FlexibleFloat headRotateSpeed;
public AnimationCurve widthCurve; //trailBody的宽度曲线默认为常数0.5。
public Gradient trailAlphaGradient; //trailBody的渐变只控制Alpha默认为1Color必须为白色。
public FlexibleFloat visibleTimeLength; //trailBody的可见时间长度如果没有动画则默认为1秒。
public FlexibleBool enableTimes; // headPoint和headCircle的启用/禁用时间,如果没有动画,则一直禁用。
public float enableProcessTime = 0.5f; // headPointheadCircle的启用/禁用过程时间默认为0.5秒启用完成后sparks开启禁用开始时sparks关闭。
public float headSize = 1f; // headPoint和headCircle的目标大小默认为1。
public FlexibleFloat headRotateSpeed; // headCircle的旋转速度(Particle.rotationOverLifetime的angular velocity)
float IHaveTrail.visibleTimeLength
{
get => visibleTimeLength.animations.Count > 0 ? visibleTimeLength.value : 5f;
@@ -35,13 +35,30 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
}
public override bool haveEmissionColor => true;
// 默认值辅助返回常量宽度曲线0.5常数)
private static AnimationCurve DefaultWidthCurve()
{
return AnimationCurve.Constant(0f, 1f, 0.5f);
}
// 默认值辅助:返回全不透明白色渐变
private static Gradient DefaultTrailGradient()
{
var g = new Gradient();
g.SetKeys(
new GradientColorKey[] { new GradientColorKey(UnityEngine.Color.white, 0f), new GradientColorKey(UnityEngine.Color.white, 1f) },
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
return g;
}
#endregion
#region [] Lifecycle & Factory
public static DTMTrail GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic, FlexibleFloat visibleTimeLength, FlexibleBool enableTimes, FlexibleFloat headRotateSpeed, float enableProcessTime,
float headSize)
float headSize, AnimationCurve widthCurve = null, Gradient trailGradient = null)
{
DTMTrail dtmTrail = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMTrail>();
@@ -52,6 +69,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
dtmTrail.headRotateSpeed = headRotateSpeed;
dtmTrail.enableProcessTime = enableProcessTime;
dtmTrail.headSize = headSize;
dtmTrail.widthCurve = widthCurve ?? DefaultWidthCurve();
dtmTrail.trailAlphaGradient = trailGradient ?? DefaultTrailGradient();
return dtmTrail;
}
@@ -66,59 +85,141 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public override void FirstSetUpObject(bool isFirstGenerated)
{
if (isFirstGenerated)
{
/*enableTimes = new FlexibleBool();
if (parentElement is TrackHeadPoint trackHeadPoint)
{
enableTimes.Add(new AnimatedBool(0f, false));
enableTimes.Add(new AnimatedBool(trackHeadPoint.trackTimeSubmoduleMovable.trackStartTime, true));
enableTimes.Add(new AnimatedBool(trackHeadPoint.trackTimeSubmoduleMovable.trackEndTime, false));
}
else
{
enableTimes.Add(new AnimatedBool(0f, false));
enableTimes.Add(new AnimatedBool(1f, true));
}*/
}
//SetUpTweeners();
trailRenderer = trailBody.GetComponent<TrailRenderer>();
//var rotationBySpeedModule = headCircleParticle.rotationBySpeed;
//rotationBySpeedModule.z = 0;
//headPoint.transform.localScale = Vector3.zero;
//headCircle.transform.localScale = Vector3.zero;
//renderers.ForEach(rend => rend.InitializeShader());
// 初始化默认值(兼容旧存档中未序列化字段)
if (widthCurve == null || widthCurve.keys.Length == 0) widthCurve = DefaultWidthCurve();
if (trailAlphaGradient == null) trailAlphaGradient = DefaultTrailGradient();
trailRenderer.widthCurve = widthCurve;
// 收集所有使用 BlendUnlit 的 RendererheadPoint, headCircle, sparks 的粒子Renderer + trailBody
renderers.Clear();
CollectBlendUnlitRenderer(headPoint);
CollectBlendUnlitRenderer(headCircle);
CollectBlendUnlitRenderer(sparks);
CollectBlendUnlitRenderer(trailBody);
// 实例化所有材质(避免修改共享材质)
foreach (var rend in renderers)
{
rend.InitializeShader();
}
}
/// <summary>
/// 递归收集 gameObject 及其子物体中所有使用 BlendUnlit (Soullies/BlendUnlit) 的 Renderer
/// </summary>
private void CollectBlendUnlitRenderer(GameObject root)
{
if (root == null) return;
foreach (var rend in root.GetComponentsInChildren<Renderer>(true))
{
if (rend.sharedMaterial != null && rend.sharedMaterial.shader.name.Contains("BlendUnlit"))
{
renderers.Add(rend);
}
}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
foreach (AnimatedBool animBool in enableTimes.animations)
{
animBool.time += offset;
}
}
public override void Refresh()
{
base.Refresh();
/*renderers.ForEach(rend =>
Color baseColor = colorSubmodule.currentBaseColor;
// --- 粒子系统颜色 ---
// headPoint 和 sparksS 降至 baseColor 的四分之一
Color.RGBToHSV(baseColor, out float h, out float s, out float v);
Color desaturatedColor = Color.HSVToRGB(h, s * 0.25f, v);
desaturatedColor.a = baseColor.a;
if (headPoint != null)
{
var ps = headPoint.GetComponent<ParticleSystem>();
if (ps != null)
{
var main = ps.main;
main.startColor = desaturatedColor;
}
}
if (sparks != null)
{
var ps = sparks.GetComponent<ParticleSystem>();
if (ps != null)
{
var main = ps.main;
main.startColor = desaturatedColor;
}
}
// headCircle与 baseColor 完全一致
if (headCircle != null)
{
var ps = headCircle.GetComponent<ParticleSystem>();
if (ps != null)
{
var main = ps.main;
main.startColor = baseColor;
}
}
// --- trailRenderer 颜色 ---
// 以 baseColor 为固定颜色trailAlphaGradient 只取其 Alpha 通道
if (trailRenderer != null)
{
Gradient combinedGradient = BuildTrailColorGradient(baseColor, trailAlphaGradient);
trailRenderer.colorGradient = combinedGradient;
}
// --- BlendUnlit Renderer 材质属性BaseColor + EmissionColor---
Color emissionColor = colorSubmodule.GetCurrentEmissionColor();
foreach (var rend in renderers)
{
if (rend == null) continue;
if (colorSubmodule.emissionEnabled)
{
rend.material.EnableKeyword("_EMISSION_ON");
// Debug.Log("Enable emission");
rend.material.SetColor("_EmissionColor", emissionColor);
}
else
{
rend.material.DisableKeyword("_EMISSION_ON");
}
rend.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
rend.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
});*/
}
}
public override void AfterInitialize()
/// <summary>
/// 用 baseColor 作为固定颜色,从 alphaSource 中提取 Alpha 曲线,合成最终的 TrailRenderer Gradient
/// </summary>
private static Gradient BuildTrailColorGradient(Color baseColor, Gradient alphaSource)
{
base.AfterInitialize();
/*renderers.ForEach(rend =>
GradientAlphaKey[] alphaKeys = alphaSource != null
? alphaSource.alphaKeys
: new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) };
// 颜色键:头尾都用 baseColorRGBAlpha 忽略(由 alphaKeys 控制)
GradientColorKey[] colorKeys = new GradientColorKey[]
{
rend.material.EnableKeyword("_USEREDASALPHA_ON");
});*/
new GradientColorKey(baseColor, 0f),
new GradientColorKey(baseColor, 1f)
};
var g = new Gradient();
g.SetKeys(colorKeys, alphaKeys);
return g;
}
#endregion
@@ -129,12 +230,12 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
enableTimes.UpdateFlexibleBool(songTime);
if (enableTimes.value && !isHeadEnabled)
{
//EnableHead();
EnableHead();
isHeadEnabled = true;
}
else if (!enableTimes.value && isHeadEnabled)
{
//DisableHead();
DisableHead();
isHeadEnabled = false;
}
@@ -148,8 +249,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
if (isHeadEnabled && headRotateSpeed.animations.Count > 0)
{
headRotateSpeed.UpdateFlexibleFloat(songTime);
/*var rotationBySpeedModule = headCircleParticle.rotationBySpeed;
/*headRotateSpeed.UpdateFlexibleFloat(songTime);
var rotationBySpeedModule = headCircle.GetComponent<ParticleSystem>().rotationOverLifetime;
rotationBySpeedModule.z = headRotateSpeed.value;*/
}
@@ -168,12 +269,14 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
enableHeadSequence = DOTween.Sequence();
enableHeadSequence.Append(headPoint.transform.DOScale(headSize, enableProcessTime).SetEase(Ease.OutQuad));
enableHeadSequence.Join(headCircle.transform.DOScale(headSize, enableProcessTime).SetEase(Ease.OutQuad));
enableHeadSequence.OnComplete(() => sparks.SetActive(true));
enableHeadSequence.Play();
}
private void DisableHead()
{
disableHeadSequence = DOTween.Sequence();
disableHeadSequence.OnStart(() => sparks.SetActive(false));
disableHeadSequence.Append(headPoint.transform.DOScale(0, enableProcessTime).SetEase(Ease.OutQuad));
disableHeadSequence.Join(headCircle.transform.DOScale(0, enableProcessTime).SetEase(Ease.OutQuad));
disableHeadSequence.Play();
@@ -190,15 +293,4 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
}
#endregion
}
public partial class DTMTrail
{
#region [] Export & UI
public override void SaveBM()
{
matchedBM = new DTMTrail_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic, visibleTimeLength, enableTimes, headRotateSpeed, enableProcessTime, headSize);
}
#endregion
}
}

View File

@@ -14,6 +14,10 @@ Shader "Soullies/DTM_RandomGridFloor"
_StepA("Step A", Range(0, 1)) = 0.293
_StepB("Step B", Range(0, 1)) = 0.345
[Header(Distance Fade)]
_FadeFar("Fade Far (Fully Transparent)", Float) = 100.0
_FadeNear("Fade Near (Fully Opaque)", Float) = 20.0
[Header(Outer Enclosing Border)]
[Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0
[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
@@ -86,6 +90,8 @@ Shader "Soullies/DTM_RandomGridFloor"
float _TimeAngle;
float _StepA;
float _StepB;
float _FadeFar;
float _FadeNear;
half4 _OuterBorderColor;
float _OuterBorderWidth;
CBUFFER_END
@@ -202,6 +208,18 @@ Shader "Soullies/DTM_RandomGridFloor"
finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
#endif
// ==========================================
// 3. Distance Fade (Far = Transparent, Near = Opaque)
// ==========================================
float distToCam = distance(GetCameraPositionWS(), input.positionWS);
// When dist >= _FadeFar => fadeMask = 0 (Fully Transparent)
// When dist <= _FadeNear => fadeMask = 1 (Fully Opaque)
float rawFade = (distToCam - _FadeFar) / (_FadeNear - _FadeFar + 0.0001);
float fadeMask = saturate(rawFade);
finalAlpha *= fadeMask;
// Apply URP Fog
finalColor = MixFog(finalColor, input.fogFactor);