我死去

目前添加了一个能够深度查找和设置反射的helper,但是Tag的系统仍然不完全,另外我觉得console可以重构了

Signed-off-by: TRAfoer <lhf190@outlook.com>
This commit is contained in:
2025-12-14 12:15:07 +08:00
parent 1bbb1c51ab
commit 7a2bc844bd
22 changed files with 127636 additions and 35827 deletions

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using Ichni.RhythmGame;
@@ -15,11 +16,16 @@ namespace Ichni.Editor
{
public static class EditorConsoleMethods
{
#region UI/Manager Accessors (UI/访)
public static Inspector inspector => EditorManager.instance.uiManager.inspector;
public static Hierarchy hierarchy => EditorManager.instance.uiManager.hierarchy;
public static LogWindow logWindow => EditorManager.instance.uiManager.mainPage.logWindow;
#endregion
#region Scene/Transform Operations (/)
/// <summary>
/// 传送场景相机到指定位置
/// </summary>
public static void tp(Vector3 pos)
{
if (EditorManager.instance.cameraManager.isSceneCameraActive)
@@ -27,7 +33,10 @@ namespace Ichni.Editor
EditorManager.instance.cameraManager.sceneCamera.sceneCamera.transform.position = pos;
}
}
// 保留无参tp
/// <summary>
/// 传送场景相机到选中元素位置
/// </summary>
public static void tp()
{
if (EditorManager.instance.cameraManager.isSceneCameraActive)
@@ -37,13 +46,20 @@ namespace Ichni.Editor
}
}
/// <summary>
/// 重命名选中元素
/// </summary>
public static void ReName(string message)
{
inspector.connectedGameElement.elementName = message;
inspector.connectedGameElement.Refresh();
}
#endregion
#region PathNode Generation ()
/// <summary>
/// 直线路径节点生成 (Line PathNode Generator)
/// </summary>
public static void Lgp(int loop, Vector3 start, Vector3 end, bool Clear = false, bool offsetOrigin = false)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
@@ -88,35 +104,8 @@ namespace Ichni.Editor
}
/// <summary>
/// 将原有 PathNode 的变换(位置、旋转、缩放)迁移到新生成的最近 PathNode
/// 主轴方向的螺旋线式 PathNode
/// </summary>
public static bool AdjustPathNodesToNearest(Track track, List<PathNode> newNodes, List<PathNode> oldNodes)
{
foreach (var oldNode in oldNodes)
{
// 找到距离 oldNode 最近的新节点
PathNode nearest = newNodes
.OrderBy(n => Vector3.Distance(n.transformSubmodule.originalPosition, oldNode.transformSubmodule.originalPosition))
.FirstOrDefault();
if (nearest != null)
{
// 计算 oldNode 的变换(直接用欧拉角,不用四元数)
Vector3 deltaPos = oldNode.transformSubmodule.originalPosition - oldNode.transformSubmodule.originalPosition;
Vector3 deltaEuler = oldNode.transformSubmodule.originalEulerAngles - oldNode.transformSubmodule.originalEulerAngles;
Vector3 deltaScale = oldNode.transformSubmodule.originalScale - oldNode.transformSubmodule.originalScale;
// 将变换应用到新节点
nearest.transformSubmodule.originalPosition += deltaPos;
nearest.transformSubmodule.originalEulerAngles += deltaEuler;
nearest.transformSubmodule.originalScale += deltaScale;
}
}
return true;
}
// 支持主轴方向的螺旋线式 PathNode
public static void Spiral(int loop, Vector3 center, float r, float h, int pointsPerTurn, string axis = "y")
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
@@ -160,7 +149,9 @@ namespace Ichni.Editor
}
}
// 任意方向的螺旋线式 PathNode中心点和方向均为Vector3
/// <summary>
/// 任意方向的螺旋线式 PathNode中心点和方向均为Vector3
/// </summary>
public static void Spiral(int loop, Vector3 center, float r, float h, int pointsPerTurn, Vector3 dir)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
@@ -189,6 +180,41 @@ namespace Ichni.Editor
node.transformSubmodule.originalPosition = pos;
}
}
#endregion
#region PathNode/Track Utilities (/)
/// <summary>
/// 将原有 PathNode 的变换(位置、旋转、缩放)迁移到新生成的最近 PathNode 上
/// </summary>
public static bool AdjustPathNodesToNearest(Track track, List<PathNode> newNodes, List<PathNode> oldNodes)
{
foreach (var oldNode in oldNodes)
{
// 找到距离 oldNode 最近的新节点
PathNode nearest = newNodes
.OrderBy(n => Vector3.Distance(n.transformSubmodule.originalPosition, oldNode.transformSubmodule.originalPosition))
.FirstOrDefault();
if (nearest != null)
{
// 计算 oldNode 的变换(直接用欧拉角,不用四元数)
Vector3 deltaPos = oldNode.transformSubmodule.originalPosition - oldNode.transformSubmodule.originalPosition;
Vector3 deltaEuler = oldNode.transformSubmodule.originalEulerAngles - oldNode.transformSubmodule.originalEulerAngles;
Vector3 deltaScale = oldNode.transformSubmodule.originalScale - oldNode.transformSubmodule.originalScale;
// 将变换应用到新节点
nearest.transformSubmodule.originalPosition += deltaPos;
nearest.transformSubmodule.originalEulerAngles += deltaEuler;
nearest.transformSubmodule.originalScale += deltaScale;
}
}
return true;
}
/// <summary>
/// 删除父元素下所有与当前选中元素类型相同的其他元素,最后删除当前选中元素
/// </summary>
public static void DelSameInParent()
{
Type type = inspector.connectedGameElement.GetType();
@@ -206,6 +232,213 @@ namespace Ichni.Editor
}
/// <summary>
/// 将选中轨道下所有音符附着到最近的 Trail 上
/// </summary>
public static void AttachNoteInNearestTrail()
{
Track track = inspector.connectedGameElement as Track;
if (track == null)
{
LogWindow.Log("Please select a Track first!", Color.red);
return;
}
List<NoteBase> noteBases = track.childElementList.OfType<NoteBase>().ToList();
List<IHaveTrail> trails = track.GetAllGameElementsFromThis().OfType<IHaveTrail>().ToList();
if (trails.Count == 0)
{
LogWindow.Log("The Track has no Trail!", Color.red);
return;
}
foreach (var note in noteBases)
{
IHaveTrail nearestTrail = null;
Vector3 FinalPos = Vector3.positiveInfinity;
foreach (var trail in trails)
{
if (trail is IHaveTransformSubmodule haveTransform && trail is GameElement gameElement)
{
Vector3 pos = haveTransform.transformSubmodule.originalPosition;
GameElement gameElement1 = gameElement;
while (gameElement1 != track)
{
if (gameElement1 is not IHaveTransformSubmodule)
{
gameElement1 = gameElement1.parentElement;
continue;
}
List<Displacement> animationBases = gameElement1.childElementList.OfType<Displacement>().ToList();
foreach (var displacement in animationBases)
{
pos += displacement.getValue(note.exactJudgeTime);
}
gameElement1 = gameElement1.parentElement;
}
if (Vector3.Distance(pos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition) <=
Vector3.Distance(FinalPos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition))
{
nearestTrail = trail;
FinalPos = pos;
}
}
}
if (nearestTrail != null)
{
(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition = FinalPos;
note.Refresh();
(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).Refresh();//捏妈妈滴为什么notevisual的TransformSubmodule不刷新
}
}
}
/// <summary>
/// 调整路径节点的 Z 坐标(可用于多轨道)
/// </summary>
public static void AdjustPathnodeZ(float OriginZpoint, float scale)
{
if (inspector.connectedGameElement == null)
{
LogWindow.Log($"please select a element (folder or track)", Color.red);
return;
}
if (inspector.connectedGameElement.GetType() != typeof(Track))
{
foreach (var i in inspector.connectedGameElement.childElementList.OfType<Track>())
{
inspector.connectedGameElement = i;
AdjustPathnodeZ(OriginZpoint, scale);
}
return;
}
Track track = (Track)inspector.connectedGameElement;
var pathnodes = track.trackPathSubmodule.pathNodeList;
foreach (var pathnode in pathnodes)
{
if (pathnode.childElementList.OfType<Displacement>().Count() > 0)
{
LogWindow.Log($"PathNode {pathnode.elementName} has Displacement, which may cause issues", Color.yellow);
}
float worldZ = pathnode.transform.position.z;
float deltaZ = worldZ - OriginZpoint;
float newZ = OriginZpoint + deltaZ * scale;
pathnode.transform.position = new Vector3(pathnode.transform.position.x, pathnode.transform.position.y, newZ);
pathnode.transformSubmodule.originalPosition = pathnode.transform.localPosition;
pathnode.transformSubmodule.Refresh();
pathnode.Refresh();
}
foreach (var i in track.childElementList.OfType<Track>())
{
inspector.connectedGameElement = i;
AdjustPathnodeZ(OriginZpoint, scale);
}
}
/// <summary>
/// 将 Hold Note 拆分为具有路径节点的 Track
/// </summary>
public static void SplitHoldToTrack(int PathnodesCount)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Hold))
{
LogWindow.Log("Please select a Hold first!");
return;
}
Hold hold = (Hold)inspector.connectedGameElement;
Track parentTrack = hold.parentElement as Track;
if (parentTrack == null || parentTrack.trackTimeSubmodule is not TrackTimeSubmoduleMovable)
{
LogWindow.Log("Track Illegal (Only Movable)", Color.red);
return;
}
TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = hold.track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
if (PathnodesCount < 2)
{
LogWindow.Log("PathnodesCount must be greater than 1!", Color.red);
return;
}
float startTime = hold.exactJudgeTime;
float endTime = hold.holdEndTime;
float interval = 1f / (PathnodesCount - 1);
hold.UpdateNoteInMovableTrack();
Vector3 HoldStartPos = default;
Vector3 HoldEndPos = default;
if (hold.noteVisual is DTMNoteVisualHold dTMNoteVisualHold)
{
dTMNoteVisualHold.headPoint.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(hold.exactJudgeTime));
dTMNoteVisualHold.tailPoint.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime));
HoldStartPos = dTMNoteVisualHold.headPoint.transform.position;
HoldEndPos = dTMNoteVisualHold.tailPoint.transform.position;
}
else
{
LogWindow.Log("The selected Hold's NoteVisual is not DTMNoteVisualHold!", Color.red);
return;
}
if (hold.track.trackPathSubmodule.pathNodeList.Count > 2)
{
LogWindow.Log("the Hold may not be split currently", Color.yellow);
return;
}
hold.UpdateNoteInMovableTrack();
Track NewTrack = Track.GenerateElement(hold.elementName + "_SplitTrack", Guid.NewGuid(), new List<string>(), true, parentTrack);
new TrackTimeSubmoduleMovable(NewTrack, startTime, endTime, 1, AnimationCurveType.Linear);
for (int i = 0; i < PathnodesCount; i++)
{
PathNode j = PathNode.GenerateElement("PathNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, NewTrack, true);
j.transform.position = Vector3.Lerp(HoldStartPos, HoldEndPos, i * interval);
j.transformSubmodule.originalPosition = j.transform.localPosition;
}
EditorManager.instance.operationManager.CopyPasteDeleteModule.CopyElement(hold);
EditorManager.instance.operationManager.CopyPasteDeleteModule.PasteElement(NewTrack);
EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(hold);
Hold newHold = NewTrack.childElementList.OfType<Hold>().First();
newHold.noteVisual.transformSubmodule.originalPosition = Vector3.zero;
NewTrack.Refresh();
Observable.Timer(TimeSpan.FromSeconds(0.3f)).Subscribe(_ =>
{
NewTrack?.trackPathSubmodule.path.RebuildImmediate(true, true);
DTMNoteVisualHold dTMNoteVisualHold = newHold.noteVisual as DTMNoteVisualHold;
dTMNoteVisualHold.meshGenerator.Rebuild();
});
}
/// <summary>
/// 将选中轨道下所有 Hold Note 拆分为具有路径节点的 Track
/// </summary>
public static void SplitAllHoldToTrack(int PathnodesCount)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Track track = (Track)inspector.connectedGameElement;
var holds = track.childElementList.OfType<Hold>().ToList();
if (track.trackPathSubmodule.pathNodeList.Count > 2)
{
LogWindow.Log("the Hold may not be split currently", Color.yellow);
return;
}
foreach (var hold in holds)
{
inspector.connectedGameElement = hold;
SplitHoldToTrack(PathnodesCount);
}
}
#endregion
#region Note Import/Export (/)
/// <summary>
/// 从正则格式文本导入音符数据
/// </summary>
public static void SamplerImport(string inputData)
{
if (!EditorManager.instance.useNotePrefab)
@@ -316,6 +549,61 @@ namespace Ichni.Editor
}
Debug.Log("===== =====");
}
/// <summary>
/// 导出选中轨道下所有音符为正则格式文本(复制到剪贴板)
/// </summary>
public static void ExportNotesFromTrack()
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Track track = (Track)inspector.connectedGameElement;
var notes = track.childElementList.OfType<NoteBase>().OrderBy(n => n.exactJudgeTime).ToList();
List<string> lines = new List<string>();
foreach (var note in notes)
{
string type = note switch
{
Tap => "Tap",
Stay => "Stay",
Hold => "Hold",
Flick => "Flick",
_ => "Unknown"
};
string id = track.elementName;
float time = note.exactJudgeTime;
float x = 0f;
// 获取X值
if (note.noteVisual.submoduleList.FirstOrDefault(i => i is TransformSubmodule) is TransformSubmodule ts)
{
x = ts.originalPosition.x;
}
if (note is Hold hold)
{
float duration = hold.holdEndTime - hold.exactJudgeTime;
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###}, {duration:0.###})");
}
else
{
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###})");
}
}
string result = string.Join("\n", lines);
Debug.Log(result);
//LogWindow.Log(result, Color.green);
// 复制到剪贴板
GUIUtility.systemCopyBuffer = result;
LogWindow.Log("Colped Done!", Color.green);
}
#endregion
#region Highlighting/Visuals (/)
/// <summary>
/// 在游戏内设置时间相同的音符高亮显示
/// </summary>
public static void SetNoteHLInGame(bool forceSetOff = false, bool SameTheme = false)
{
var noteBases = EditorManager.instance.beatmapContainer.gameElementList.OfType<NoteBase>().ToList();
@@ -369,6 +657,9 @@ namespace Ichni.Editor
}
}
/// <summary>
/// 在选中元素下设置时间相同的音符高亮显示
/// </summary>
public static void SetNoteHLInElement(bool forceSetOff = false, bool SameTheme = false)
{
var noteBases = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<NoteBase>().ToList();
@@ -422,6 +713,12 @@ namespace Ichni.Editor
}
}
}
#endregion
#region Animation Swaps ()
/// <summary>
/// 交换 Displacement 动画值的正负号
/// </summary>
public static void swapDisplacement()
{
Displacement displacement = inspector.connectedGameElement as Displacement;
@@ -446,6 +743,10 @@ namespace Ichni.Editor
anim.startValue = -anim.startValue;
}
}
/// <summary>
/// 交换 Swirl 动画值的正负号
/// </summary>
public static void swapSwirl()
{
Swirl swirl = inspector.connectedGameElement as Swirl;
@@ -470,6 +771,10 @@ namespace Ichni.Editor
anim.startValue = -anim.startValue;
}
}
/// <summary>
/// 交换 Scale 动画值的正负号
/// </summary>
public static void swapScale()
{
Scale scale = inspector.connectedGameElement as Scale;
@@ -494,147 +799,12 @@ namespace Ichni.Editor
anim.startValue = -anim.startValue;
}
}
public static void AttachNoteInNearestTrail()
{
Track track = inspector.connectedGameElement as Track;
if (track == null)
{
LogWindow.Log("Please select a Track first!", Color.red);
return;
}
List<NoteBase> noteBases = track.childElementList.OfType<NoteBase>().ToList();
List<IHaveTrail> trails = track.GetAllGameElementsFromThis().OfType<IHaveTrail>().ToList();
if (trails.Count == 0)
{
LogWindow.Log("The Track has no Trail!", Color.red);
return;
}
foreach (var note in noteBases)
{
IHaveTrail nearestTrail = null;
Vector3 FinalPos = Vector3.positiveInfinity;
foreach (var trail in trails)
{
if (trail is IHaveTransformSubmodule haveTransform && trail is GameElement gameElement)
{
Vector3 pos = haveTransform.transformSubmodule.originalPosition;
GameElement gameElement1 = gameElement;
while (gameElement1 != track)
{
if (gameElement1 is not IHaveTransformSubmodule)
{
gameElement1 = gameElement1.parentElement;
continue;
}
List<Displacement> animationBases = gameElement1.childElementList.OfType<Displacement>().ToList();
#endregion
foreach (var displacement in animationBases)
{
pos += displacement.getValue(note.exactJudgeTime);
}
gameElement1 = gameElement1.parentElement;
}
if (Vector3.Distance(pos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition) <=
Vector3.Distance(FinalPos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition))
{
nearestTrail = trail;
FinalPos = pos;
}
}
}
if (nearestTrail != null)
{
(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition = FinalPos;
note.Refresh();
(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).Refresh();//捏妈妈滴为什么notevisual的TransformSubmodule不刷新
}
}
}
// 导出Track下所有Note为正则格式文本
public static void ExportNotesFromTrack()
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Track track = (Track)inspector.connectedGameElement;
var notes = track.childElementList.OfType<NoteBase>().OrderBy(n => n.exactJudgeTime).ToList();
List<string> lines = new List<string>();
foreach (var note in notes)
{
string type = note switch
{
Tap => "Tap",
Stay => "Stay",
Hold => "Hold",
Flick => "Flick",
_ => "Unknown"
};
string id = track.elementName;
float time = note.exactJudgeTime;
float x = 0f;
// 获取X值
if (note.noteVisual.submoduleList.FirstOrDefault(i => i is TransformSubmodule) is TransformSubmodule ts)
{
x = ts.originalPosition.x;
}
if (note is Hold hold)
{
float duration = hold.holdEndTime - hold.exactJudgeTime;
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###}, {duration:0.###})");
}
else
{
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###})");
}
}
string result = string.Join("\n", lines);
Debug.Log(result);
//LogWindow.Log(result, Color.green);
// 复制到剪贴板
GUIUtility.systemCopyBuffer = result;
LogWindow.Log("Colped Done!", Color.green);
}
public static void AdjustPathnodeZ(float OriginZpoint, float scale)
{
if (inspector.connectedGameElement == null)
{
LogWindow.Log($"please select a element (folder or track)", Color.red);
return;
}
if (inspector.connectedGameElement.GetType() != typeof(Track))
{
foreach (var i in inspector.connectedGameElement.childElementList.OfType<Track>())
{
inspector.connectedGameElement = i;
AdjustPathnodeZ(OriginZpoint, scale);
}
return;
}
Track track = (Track)inspector.connectedGameElement;
var pathnodes = track.trackPathSubmodule.pathNodeList;
foreach (var pathnode in pathnodes)
{
if (pathnode.childElementList.OfType<Displacement>().Count() > 0)
{
LogWindow.Log($"PathNode {pathnode.elementName} has Displacement, which may cause issues", Color.yellow);
}
float worldZ = pathnode.transform.position.z;
float deltaZ = worldZ - OriginZpoint;
float newZ = OriginZpoint + deltaZ * scale;
pathnode.transform.position = new Vector3(pathnode.transform.position.x, pathnode.transform.position.y, newZ);
pathnode.transformSubmodule.originalPosition = pathnode.transform.localPosition;
pathnode.transformSubmodule.Refresh();
pathnode.Refresh();
}
foreach (var i in track.childElementList.OfType<Track>())
{
inspector.connectedGameElement = i;
AdjustPathnodeZ(OriginZpoint, scale);
}
}
#region Global Utilities ()
/// <summary>
/// 确保所有动画的起始时间为 0 时有关键帧
/// </summary>
public static void FloorAnim()
{
if (inspector.connectedGameElement == null)
@@ -681,97 +851,10 @@ namespace Ichni.Editor
}
}
}
public static void SplitHoldToTrack(int PathnodesCount)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Hold))
{
LogWindow.Log("Please select a Hold first!");
return;
}
Hold hold = (Hold)inspector.connectedGameElement;
Track parentTrack = hold.parentElement as Track;
if (parentTrack == null || parentTrack.trackTimeSubmodule is not TrackTimeSubmoduleMovable)
{
LogWindow.Log("Track Illegal (Only Movable)", Color.red);
return;
}
TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = hold.track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
if (PathnodesCount < 2)
{
LogWindow.Log("PathnodesCount must be greater than 1!", Color.red);
return;
}
float startTime = hold.exactJudgeTime;
float endTime = hold.holdEndTime;
float interval = 1f / (PathnodesCount - 1);
hold.UpdateNoteInMovableTrack();
Vector3 HoldStartPos = default;
Vector3 HoldEndPos = default;
if (hold.noteVisual is DTMNoteVisualHold dTMNoteVisualHold)
{
dTMNoteVisualHold.headPoint.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(hold.exactJudgeTime));
dTMNoteVisualHold.tailPoint.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime));
HoldStartPos = dTMNoteVisualHold.headPoint.transform.position;
HoldEndPos = dTMNoteVisualHold.tailPoint.transform.position;
}
else
{
LogWindow.Log("The selected Hold's NoteVisual is not DTMNoteVisualHold!", Color.red);
return;
}
if (hold.track.trackPathSubmodule.pathNodeList.Count > 2)
{
LogWindow.Log("the Hold may not be split currently", Color.yellow);
return;
}
hold.UpdateNoteInMovableTrack();
Track NewTrack = Track.GenerateElement(hold.elementName + "_SplitTrack", Guid.NewGuid(), new List<string>(), true, parentTrack);
new TrackTimeSubmoduleMovable(NewTrack, startTime, endTime, 1, AnimationCurveType.Linear);
for (int i = 0; i < PathnodesCount; i++)
{
PathNode j = PathNode.GenerateElement("PathNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, NewTrack, true);
j.transform.position = Vector3.Lerp(HoldStartPos, HoldEndPos, i * interval);
j.transformSubmodule.originalPosition = j.transform.localPosition;
}
EditorManager.instance.operationManager.CopyPasteDeleteModule.CopyElement(hold);
EditorManager.instance.operationManager.CopyPasteDeleteModule.PasteElement(NewTrack);
EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(hold);
Hold newHold = NewTrack.childElementList.OfType<Hold>().First();
newHold.noteVisual.transformSubmodule.originalPosition = Vector3.zero;
NewTrack.Refresh();
Observable.Timer(TimeSpan.FromSeconds(0.3f)).Subscribe(_ =>
{
NewTrack?.trackPathSubmodule.path.RebuildImmediate(true, true);
DTMNoteVisualHold dTMNoteVisualHold = newHold.noteVisual as DTMNoteVisualHold;
dTMNoteVisualHold.meshGenerator.Rebuild();
});
}
public static void SplitAllHoldToTrack(int PathnodesCount)
{
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
{
LogWindow.Log("Please select a Track first!");
return;
}
Track track = (Track)inspector.connectedGameElement;
var holds = track.childElementList.OfType<Hold>().ToList();
if (track.trackPathSubmodule.pathNodeList.Count > 2)
{
LogWindow.Log("the Hold may not be split currently", Color.yellow);
return;
}
foreach (var hold in holds)
{
inspector.connectedGameElement = hold;
SplitHoldToTrack(PathnodesCount);
}
}
/// <summary>
/// 全局刷新所有元素和轨道路径
/// </summary>
public static void Rebuild()
{
foreach (GameElement element in EditorManager.instance.beatmapContainer.gameElementList)
@@ -789,6 +872,10 @@ namespace Ichni.Editor
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
#endif
}
/// <summary>
/// 添加 Tag Matcher 到 TagManager
/// </summary>
public static void AddTagMatcher(string name, string parameterName)
{
@@ -796,102 +883,67 @@ namespace Ichni.Editor
IBaseElement element = inspector.connectedGameElement;
tagManager.AddTagMatcher(name, element.GetType(), parameterName);
}
public static void FindParameterName(float value)
/// <summary>
/// 查找元素中匹配给定值的参数名称
/// </summary>
public static void FindParameterName(object value)
{
// 假设 inspector.connectedGameElement 存在且是你希望搜索的对象
var element = inspector.connectedGameElement;
foreach (var i in element.GetType().GetFields())
if (element == null || value == null) return;
string o = FindParameterName(element, value);
if (!string.IsNullOrEmpty(o)) LogWindow.Log(o);
foreach (var i in element.GetType().GetProperties(DeepMatchFlags))
{
if (i.FieldType == typeof(float) && (float)i.GetValue(element) == value)//获取对应变量的值)
{
Debug.Log($"Found parameter: {i.Name}");
LogWindow.Log($"Found parameter: {i.Name}", Color.green);
}
if (i == null) continue;
var propertyInfo = element.GetType().GetProperty(i.Name);
if (propertyInfo == null) continue;
var propertyValue = propertyInfo.GetValue(element);
var p = FindParameterName(propertyValue as IBaseElement, value);
if (!string.IsNullOrEmpty(p))
LogWindow.Log($"{i.Name}.{p}");
}
}
public static void FindParameterName(Vector3 value)
public static string FindParameterName(IBaseElement element, object value)
{
var element = inspector.connectedGameElement;
foreach (var field in element.GetType().GetFields())
// 假设 inspector.connectedGameElement 存在且是你希望搜索的对象
if (element == null || value == null) return "";
// 1. 获取目标类型
Type targetType = value.GetType();
// 如果是 Nullable<T>,获取其基础类型
if (targetType.IsGenericType && targetType.GetGenericTypeDefinition() == typeof(Nullable<>))
{
if (field.FieldType == typeof(Vector3))
targetType = Nullable.GetUnderlyingType(targetType);
}
// 2. 遍历 GameElement 的所有字段
foreach (var field in element.GetType().GetFields(DeepMatchFlags))
{
// 检查字段类型是否匹配
if (field.FieldType == targetType)
{
Vector3 fieldValue = (Vector3)field.GetValue(element);
if (Vector3.Distance(fieldValue, value) < 0.001f) // 使用容差比较Vector3
// 获取字段的值 (作为 object)
object fieldValue = field.GetValue(element);
if (IsValueMatch(fieldValue, value, field.FieldType))
{
Debug.Log($"Found Vector3 parameter: {field.Name}");
LogWindow.Log($"Found Vector3 parameter: {field.Name}", Color.green);
Debug.Log($"Found parameter: {field.Name} (Type: {targetType.Name})");
// 假设 LogWindow 可用
return field.Name;
}
}
}
return "";
}
public static void FindParameterName(Vector2 value)
{
var element = inspector.connectedGameElement;
foreach (var field in element.GetType().GetFields())
{
if (field.FieldType == typeof(Vector2))
{
Vector2 fieldValue = (Vector2)field.GetValue(element);
if (Vector2.Distance(fieldValue, value) < 0.001f) // 使用容差比较Vector2
{
Debug.Log($"Found Vector2 parameter: {field.Name}");
LogWindow.Log($"Found Vector2 parameter: {field.Name}", Color.green);
}
}
}
}
public static void FindParameterName(Color value)
{
var element = inspector.connectedGameElement;
foreach (var field in element.GetType().GetFields())
{
if (field.FieldType == typeof(Color))
{
Color fieldValue = (Color)field.GetValue(element);
if (fieldValue == value) // Color可以直接比较
{
Debug.Log($"Found Color parameter: {field.Name}");
LogWindow.Log($"Found Color parameter: {field.Name}", Color.green);
}
}
}
}
public static void FindParameterName(int value)
{
var element = inspector.connectedGameElement;
foreach (var field in element.GetType().GetFields())
{
if (field.FieldType == typeof(int))
{
int fieldValue = (int)field.GetValue(element);
if (fieldValue == value) // int可以直接比较
{
Debug.Log($"Found int parameter: {field.Name}");
LogWindow.Log($"Found int parameter: {field.Name}", Color.green);
}
}
}
}
public static void FindParameterName(string value)
{
var element = inspector.connectedGameElement;
foreach (var field in element.GetType().GetFields())
{
if (field.FieldType == typeof(string))
{
string fieldValue = (string)field.GetValue(element);
if (fieldValue == value) // string可以直接比较
{
Debug.Log($"Found string parameter: {field.Name}");
LogWindow.Log($"Found string parameter: {field.Name}", Color.green);
}
}
}
}
/// <summary>
/// 同步标签元素
/// </summary>
public static void SyncTagedElement()
{
var q = inspector.connectedGameElement;
@@ -899,5 +951,98 @@ namespace Ichni.Editor
var tagManager = EditorManager.instance.projectInformation.tagManager;
tagManager.SyncTagedElement((q));
}
#endregion
#region Internal Helpers ()
private const BindingFlags DeepMatchFlags = BindingFlags.Instance | BindingFlags.Public;
private const float FloatEpsilon = 0.0001f; // 定义浮点数容差
/// <summary>
/// 比较两个值是否匹配,对浮点数使用容差比较
/// </summary>
private static bool IsValueMatch(object fieldVal, object targetVal, Type t)
{
if (fieldVal == null || targetVal == null)
{
return fieldVal == targetVal;
}
// 1. 类型是 float
if (t == typeof(float))
{
// 必须进行类型转换
float f1 = (float)fieldVal;
float f2 = (float)targetVal;
return Mathf.Abs(f1 - f2) < FloatEpsilon;
}
// 2. 类型是 Vector3
if (t == typeof(Vector3))
{
Vector3 v1 = (Vector3)fieldVal;
Vector3 v2 = (Vector3)targetVal;
// 使用 Unity 的 Distance 容差比较
return Vector3.Distance(v1, v2) < FloatEpsilon;
}
// 3. 类型是 Color
if (t == typeof(Color))
{
Color c1 = (Color)fieldVal;
Color c2 = (Color)targetVal;
// 手动解构 Color 的四个 float 分量,使用容差
return Mathf.Abs(c1.r - c2.r) < FloatEpsilon &&
Mathf.Abs(c1.g - c2.g) < FloatEpsilon &&
Mathf.Abs(c1.b - c2.b) < FloatEpsilon &&
Mathf.Abs(c1.a - c2.a) < FloatEpsilon;
}
// 4. 其他包含 float 的复杂 Struct/Class 的浅层解构
if (!t.IsPrimitive && t != typeof(string) && (t.IsClass || t.IsValueType))
{
// 如果字段值是复杂类型,并且我们想比较它的内部 float 字段 (浅层)
// 这里只能进行浅层比较,因为深层递归需要辅助函数来管理栈。
// 遍历所有顶层字段,检查是否有 float
foreach (var field in t.GetFields(DeepMatchFlags))
{
object fieldValMember = field.GetValue(fieldVal);
object targetValMember = field.GetValue(targetVal);
if (field.FieldType == typeof(float))
{
// 对 float 成员进行容差比较
if (fieldValMember != null && targetValMember != null)
{
float f1 = (float)fieldValMember;
float f2 = (float)targetValMember;
if (Mathf.Abs(f1 - f2) >= FloatEpsilon)
{
return false; // 找到不匹配的 float
}
}
else if (fieldValMember != targetValMember) // 检查是否一个为 null另一个不为 null
{
return false;
}
}
else
{
// 对其他类型使用默认 Equals
if (!fieldValMember.Equals(targetValMember))
{
return false;
}
}
}
// 所有字段都匹配
return true;
}
// 5. 默认路径对于所有其他类型int, string, bool, etc.),使用默认的 Equals 比较
return fieldVal.Equals(targetVal);
}
#endregion
}
}