架构重新设计

基本重做了所有物体和次级模块代码
This commit is contained in:
SoulliesOfficial
2025-02-08 02:31:39 -05:00
parent 752c9b73e3
commit 7ab738cb68
44 changed files with 1320 additions and 847 deletions

View File

@@ -4,23 +4,25 @@ using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
public abstract class AnimationBase : BaseElement
public abstract class AnimationBase : GameElement, IHaveTimeDurationSubmodule
{
public BaseElement targetObject;
public GameElement animatedObject;
public FlexibleReturnType animationReturnType;
//public ICanHaveAnimation target;
public override void Initialize(string elementName, Guid id, List<string> tags)
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
protected override void SetDefaultSubmodules()
{
base.Initialize(elementName, id, tags);
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected abstract void UpdateAnimation(float songTime);
protected virtual void Update()
{
if (timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
@@ -29,4 +31,22 @@ namespace Ichni.RhythmGame
}
}
}
namespace Beatmap
{
public abstract class AnimationBase_BM : GameElement_BM
{
public AnimationBase_BM()
{
}
public AnimationBase_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement) : base(elementName, elementGuid, tags, attachedElement)
{
}
}
}
}

View File

@@ -9,18 +9,18 @@ namespace Ichni.RhythmGame
{
public partial class BaseColorChange : AnimationBase
{
public ColorSubmodule targetColorSubmodule;
private ColorSubmodule targetColorSubmodule;
public FlexibleFloat colorR, colorG, colorB, colorA;
public static BaseColorChange GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
{
BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<BaseColorChange>();
baseColorChange.Initialize(elementName, id, tags);
baseColorChange.targetObject = targetObject;
baseColorChange.Initialize(elementName, id, tags, isFirstGenerated);
baseColorChange.animatedObject = animatedObject;
baseColorChange.colorR = colorR;
baseColorChange.colorG = colorG;
@@ -28,21 +28,20 @@ namespace Ichni.RhythmGame
baseColorChange.colorA = colorA;
baseColorChange.animationReturnType = FlexibleReturnType.Before;
if (targetObject.colorSubmodule != null)
{
baseColorChange.targetColorSubmodule = targetObject.colorSubmodule;
}
else
{
throw new System.Exception("Target object does not have a ColorSubmodule");
}
baseColorChange.targetColorSubmodule = (animatedObject as IHaveColorSubmodule).colorSubmodule;
baseColorChange.SetParent(targetObject);
baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
baseColorChange.SetParent(animatedObject);
//baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
return baseColorChange;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected override void UpdateAnimation(float songTime)
{
colorR.UpdateFlexibleFloat(songTime);
@@ -71,14 +70,15 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new BaseColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as BaseElement_BM,
colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
matchedBM = new BaseColorChange_BM(elementName, elementGuid, tags,
animatedObject.matchedBM as GameElement_BM, colorR.ConvertToBM(),
colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
}
}
namespace Beatmap
{
public class BaseColorChange_BM : BaseElement_BM
public class BaseColorChange_BM : AnimationBase_BM
{
public FlexibleFloat_BM colorR, colorG, colorB, colorA;
@@ -88,9 +88,9 @@ namespace Ichni.RhythmGame
}
public BaseColorChange_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG,
FlexibleFloat_BM colorB, FlexibleFloat_BM colorA) : base(elementName, elementGuid, tags,
attachedElement)
GameElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG,
FlexibleFloat_BM colorB, FlexibleFloat_BM colorA) :
base(elementName, elementGuid, tags, attachedElement)
{
this.colorR = colorR;
this.colorG = colorG;
@@ -100,16 +100,16 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
BaseColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
colorA.ConvertToGameType());
BaseColorChange.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), colorR.ConvertToGameType(),
colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorA.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return BaseColorChange.GenerateElement(elementName, elementGuid, tags, parent,
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
colorA.ConvertToGameType());
return BaseColorChange.GenerateElement(elementName, elementGuid, tags, false,
parent, colorR.ConvertToGameType(), colorG.ConvertToGameType(),
colorB.ConvertToGameType(), colorA.ConvertToGameType());
}
}
}

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@@ -9,17 +9,17 @@ namespace Ichni.RhythmGame
{
public partial class EmissionColorChange : AnimationBase
{
public ColorSubmodule targetColorSubmodule;
private ColorSubmodule targetColorSubmodule;
public FlexibleFloat colorR, colorG, colorB, colorI;
public static EmissionColorChange GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
{
EmissionColorChange emissionColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
emissionColorChange.Initialize(elementName, id, tags);
emissionColorChange.targetObject = targetObject;
emissionColorChange.Initialize(elementName, id, tags, isFirstGenerated);
emissionColorChange.animatedObject = animatedObject;
emissionColorChange.colorR = colorR;
emissionColorChange.colorG = colorG;
@@ -27,22 +27,21 @@ namespace Ichni.RhythmGame
emissionColorChange.colorI = colorI;
emissionColorChange.animationReturnType = FlexibleReturnType.Before;
if (targetObject.colorSubmodule != null)
{
emissionColorChange.targetColorSubmodule = targetObject.colorSubmodule;
}
else
{
throw new System.Exception("Target object does not have a ColorSubmodule");
}
emissionColorChange.targetColorSubmodule = (animatedObject as IHaveColorSubmodule).colorSubmodule;
emissionColorChange.SetParent(animatedObject);
emissionColorChange.SetParent(targetObject);
emissionColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorI);
//emissionColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorI);
return emissionColorChange;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected override void UpdateAnimation(float songTime)
{
colorR.UpdateFlexibleFloat(songTime);
@@ -74,14 +73,14 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new EmissionColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM,
matchedBM = new EmissionColorChange_BM(elementName, elementGuid, tags, animatedObject.matchedBM as GameElement_BM,
colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorI.ConvertToBM());
}
}
namespace Beatmap
{
public class EmissionColorChange_BM : BaseElement_BM
public class EmissionColorChange_BM : AnimationBase_BM
{
public FlexibleFloat_BM colorR, colorG, colorB, colorI;
@@ -90,8 +89,9 @@ namespace Ichni.RhythmGame
}
public EmissionColorChange_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM parentElement,
FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) : base(elementName, elementGuid, tags, parentElement)
public EmissionColorChange_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) :
base(elementName, elementGuid, tags, parentElement)
{
this.colorR = colorR;
this.colorG = colorG;
@@ -101,13 +101,13 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
EmissionColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
EmissionColorChange.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, parent,
return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, false, parent,
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
}
}

View File

@@ -13,30 +13,29 @@ namespace Ichni.RhythmGame
public TrackTimeSubmoduleStatic targetTrackTimeSubmoduleStatic;
public static TrackTotalTimeChange GenerateElement(string elementName, Guid id,
List<string> tags, Track targetTrack, FlexibleFloat totalTime)
List<string> tags, bool isFirstGenerated, Track animatedTrack, FlexibleFloat totalTime)
{
TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<TrackTotalTimeChange>();
trackTotalTimeChange.Initialize(elementName, id, tags);
trackTotalTimeChange.Initialize(elementName, id, tags, isFirstGenerated);
trackTotalTimeChange.targetObject = targetTrack;
trackTotalTimeChange.animatedObject = animatedTrack;
if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
{
trackTotalTimeChange.targetTrackTimeSubmoduleStatic = submoduleStatic;
}
else
{
throw new System.Exception("Target object does not have a TrackTimeSubmoduleStatic");
}
trackTotalTimeChange.targetTrackTimeSubmoduleStatic = animatedTrack.trackTimeSubmodule as TrackTimeSubmoduleStatic;
trackTotalTimeChange.totalTime = totalTime;
trackTotalTimeChange.animationReturnType = FlexibleReturnType.Before;
trackTotalTimeChange.timeDurationSubmodule.SetDuration(totalTime);
//trackTotalTimeChange.timeDurationSubmodule.SetDuration(totalTime);
trackTotalTimeChange.SetParent(targetTrack);
trackTotalTimeChange.SetParent(animatedTrack);
return trackTotalTimeChange;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected override void UpdateAnimation(float songTime)
{
@@ -53,13 +52,13 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as Track_BM, totalTime.ConvertToBM());
matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, animatedObject.matchedBM as Track_BM, totalTime.ConvertToBM());
}
}
namespace Beatmap
{
public class TrackTotalTimeChange_BM : BaseElement_BM
public class TrackTotalTimeChange_BM : GameElement_BM
{
public FlexibleFloat_BM totalTime;
@@ -69,22 +68,22 @@ namespace Ichni.RhythmGame
}
public TrackTotalTimeChange_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM totalTime) : base(elementName, elementGuid, tags,
attachedElement)
GameElement_BM attachedElement, FlexibleFloat_BM totalTime) :
base(elementName, elementGuid, tags, attachedElement)
{
this.totalTime = totalTime;
}
public override void ExecuteBM()
{
TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags,
TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track, totalTime.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, parent as Track,
totalTime.ConvertToGameType());
return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, false,
parent as Track, totalTime.ConvertToGameType());
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.Mathematics;
using Unity.VisualScripting;
@@ -12,43 +13,31 @@ namespace Ichni.RhythmGame
{
public partial class Displacement : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
public static Displacement GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
{
Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
displacement.Initialize(elementName, id, tags);
displacement.Initialize(elementName, id, tags, isFirstGenerated);
displacement.targetObject = targetObject;
displacement.animatedObject = animatedObject;
displacement.positionX = positionX;
displacement.positionY = positionY;
displacement.positionZ = positionZ;
displacement.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
displacement.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
displacement.SetParent(targetObject);
displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
return displacement;
}
displacement.SetParent(animatedObject);
//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
private void Start()
{
targetTransformSubmodule = targetObject.transformSubmodule;
return displacement;
}
protected override void UpdateAnimation(float songTime)
@@ -89,14 +78,14 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM,
matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Displacement_BM : BaseElement_BM
public class Displacement_BM : AnimationBase_BM
{
public FlexibleFloat_BM positionX, positionY, positionZ;
@@ -106,7 +95,7 @@ namespace Ichni.RhythmGame
}
public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
GameElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.positionX = positionX;
@@ -116,13 +105,13 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
Displacement.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Displacement.GenerateElement(elementName, elementGuid, tags, parent,
return Displacement.GenerateElement(elementName, elementGuid, tags, false, parent,
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
}

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@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Serialization;
@@ -13,41 +14,35 @@ namespace Ichni.RhythmGame
public partial class LookAt : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public BaseElement lookAtObject;
public GameElement lookAtObject;
public FlexibleBool enabling;
public static LookAt GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
BaseElement lookAtTarget, FlexibleBool enabling)
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
GameElement lookAtTarget, FlexibleBool enabling)
{
LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
look.Initialize(elementName, id, tags);
look.Initialize(elementName, id, tags, isFirstGenerated);
look.targetObject = targetObject;
look.animatedObject = animatedObject;
look.lookAtObject = lookAtTarget;
look.enabling = enabling;
look.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
look.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
look.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
look.SetParent(targetObject);
look.SetParent(animatedObject);
look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
//look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
return look;
}
private void Start()
protected override void SetDefaultSubmodules()
{
targetTransformSubmodule = targetObject.transformSubmodule;
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected override void UpdateAnimation(float songTime)
@@ -57,7 +52,7 @@ namespace Ichni.RhythmGame
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 lookingDirection =
(lookAtObject.transform.position - targetObject.transform.position).normalized;
(lookAtObject.transform.position - animatedObject.transform.position).normalized;
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
@@ -74,14 +69,14 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM,
matchedBM = new LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
enabling.ConvertToBM(), lookAtObject.elementGuid);
}
}
namespace Beatmap
{
public class LookAt_BM : BaseElement_BM
public class LookAt_BM : GameElement_BM
{
public FlexibleBool_BM enabling;
public Guid lookAtObjectGuid;
@@ -91,8 +86,8 @@ namespace Ichni.RhythmGame
}
public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid) : base(elementName,
elementGuid, tags, attachedElement)
GameElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid)
: base(elementName, elementGuid, tags, attachedElement)
{
this.enabling = enabling;
this.lookAtObjectGuid = lookAtObjectGuid;
@@ -100,13 +95,13 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags,
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return LookAt.GenerateElement(elementName, elementGuid, tags, parent,
return LookAt.GenerateElement(elementName, elementGuid, tags, false, parent,
GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
}

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@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -11,34 +12,33 @@ namespace Ichni.RhythmGame
public FlexibleFloat scaleX, scaleY, scaleZ;
public static Scale GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
{
Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
scale.Initialize(elementName, id, tags);
scale.Initialize(elementName, id, tags, isFirstGenerated);
scale.targetObject = targetObject;
scale.animatedObject = animatedObject;
scale.scaleX = scaleX;
scale.scaleY = scaleY;
scale.scaleZ = scaleZ;
scale.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
scale.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
scale.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
scale.SetParent(targetObject);
scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
scale.SetParent(animatedObject);
//scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
return scale;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected override void UpdateAnimation(float songTime)
{
@@ -66,14 +66,14 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM,
matchedBM = new Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
scaleX.ConvertToBM(), scaleY.ConvertToBM(), scaleZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Scale_BM : BaseElement_BM
public class Scale_BM : GameElement_BM
{
public FlexibleFloat_BM scaleX, scaleY, scaleZ;
@@ -82,9 +82,8 @@ namespace Ichni.RhythmGame
}
public Scale_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM scaleX, FlexibleFloat_BM scaleY,
FlexibleFloat_BM scaleZ)
public Scale_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
FlexibleFloat_BM scaleX, FlexibleFloat_BM scaleY, FlexibleFloat_BM scaleZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.scaleX = scaleX;
@@ -94,14 +93,14 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
Scale.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
Scale.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Scale.GenerateElement(elementName, elementGuid, tags, parent, scaleX.ConvertToGameType(),
scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
return Scale.GenerateElement(elementName, elementGuid, tags, false,
parent, scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
}
}
}

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
@@ -8,40 +9,39 @@ namespace Ichni.RhythmGame
{
public partial class Swirl : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
private TransformSubmodule targetTransformSubmodule;
public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
public static Swirl GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
{
Swirl swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
swirl.Initialize(elementName, id, tags);
swirl.Initialize(elementName, id, tags, isFirstGenerated);
swirl.targetObject = targetObject;
swirl.animatedObject = animatedObject;
swirl.eulerAngleX = eulerAngleX;
swirl.eulerAngleY = eulerAngleY;
swirl.eulerAngleZ = eulerAngleZ;
swirl.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
swirl.targetTransformSubmodule = targetObject.transformSubmodule;
}
else
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
swirl.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
swirl.SetParent(animatedObject);
swirl.SetParent(targetObject);
swirl.timeDurationSubmodule.SetDuration(eulerAngleX, eulerAngleY, eulerAngleZ);
//swirl.timeDurationSubmodule.SetDuration(eulerAngleX, eulerAngleY, eulerAngleZ);
return swirl;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
protected override void UpdateAnimation(float songTime)
{
eulerAngleX.UpdateFlexibleFloat(songTime);
@@ -68,14 +68,14 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM,
matchedBM = new Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Swirl_BM : BaseElement_BM
public class Swirl_BM : AnimationBase_BM
{
public FlexibleFloat_BM eulerAngleX, eulerAngleY, eulerAngleZ;
public Swirl_BM()
@@ -83,8 +83,8 @@ namespace Ichni.RhythmGame
}
public Swirl_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM eulerAngleX, FlexibleFloat_BM eulerAngleY, FlexibleFloat_BM eulerAngleZ)
public Swirl_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
FlexibleFloat_BM eulerAngleX, FlexibleFloat_BM eulerAngleY, FlexibleFloat_BM eulerAngleZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.eulerAngleX = eulerAngleX;
@@ -94,13 +94,13 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
Swirl.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
Swirl.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Swirl.GenerateElement(elementName, elementGuid, tags, parent,
return Swirl.GenerateElement(elementName, elementGuid, tags, false, parent,
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
}
}

View File

@@ -9,262 +9,102 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
[System.Serializable]
public abstract partial class BaseElement : SerializedMonoBehaviour
public interface IBaseElement
{
//物体名
public string elementName;
//标识 GUID
public Guid elementGuid;
public BaseElement_BM matchedBM { get; set; }
//标签
public List<string> tags;
//存档
public BaseElement_BM matchedBM;
//父游戏物体
public BaseElement parentElement;
//子物体列表
public List<BaseElement> childElementList = new List<BaseElement>();
//次级模块
public List<SubmoduleBase> submoduleList = new List<SubmoduleBase>();
public TimeDurationSubmodule timeDurationSubmodule;
public TransformSubmodule transformSubmodule;
public ColorSubmodule colorSubmodule;
/// <summary>
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void Initialize(string name, Guid elementGuid, List<string> tags)
{
this.elementName = name;
this.elementGuid = elementGuid;
this.tags = tags;
EditorManager.instance.elementList.Add(this);
submoduleList = new List<SubmoduleBase>();
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
//SetTransformObserver();
}
/// <summary>
/// 在所有物体生成完毕后,执行的初始化方法
/// </summary>
public virtual void AfterInitialize()
{
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(transformSubmodule);
submoduleList.Add(colorSubmodule);
}
/// <summary>
/// 刷新物体的状态
/// </summary>
public virtual void Refresh()
{
}
/// <summary>
/// 设置父物体
/// </summary>
/// <param name="parentElement">父物体</param>
public void SetParent(BaseElement parentElement)
{
if (parentElement != null)
{
parentElement.childElementList.Add(this);
this.parentElement = parentElement;
transform.SetParent(parentElement.transform);
}
}
}
public abstract partial class BaseElement
{
private void Start()
{
SetTransformObserver();
}
public virtual void SetTimeDuration()
{
}
public void ApplyTimeDuration()
{
childElementList.ForEach(x => x.ApplyTimeDuration());
timeDurationSubmodule?.SetDurationFromChildren(childElementList.Select(x => x.timeDurationSubmodule)
.ToList());
}
/// <summary>
/// 设置物体Transform的监听顺序为Scale -> EulerAngles -> Position
/// 如果有一些特殊的物体例如CameraElementFolder需要自定义监听可以重写这个方法
/// </summary>
public virtual void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule == null)
{
return;
}
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(gameObject);
}
}
public abstract partial class BaseElement //存档,删除,复制,粘贴
{
/// <summary>
/// 用于生成存档
/// </summary>
public abstract void SaveBM();
public void SaveBM();
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
public void OnDelete();
}
/// <summary>
/// 删除物体,包括所有子物体
/// </summary>
[Button("Delete")]
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
#if UNITY_EDITOR
Debug.Log("Delete " + elementName + "(" + elementGuid + ")");
#endif
EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
public void Delete();
}
// public virtual void SetTimeDuration()
// {
//
// }
//
// public void ApplyTimeDuration()
// {
// childElementList.ForEach(x => x.ApplyTimeDuration());
// timeDurationSubmodule?.SetDurationFromChildren(
// childElementList.Select(x => x.timeDurationSubmodule).ToList());
// }
//
// /// <summary>
// /// 设置物体Transform的监听顺序为Scale -> EulerAngles -> Position
// /// 如果有一些特殊的物体例如CameraElementFolder需要自定义监听可以重写这个方法
// /// </summary>
// public virtual void SetTransformObserver()
// {
// Observable.EveryUpdate().Subscribe(_ =>
// {
// if (transformSubmodule == null)
// {
// return;
// }
//
// if (transformSubmodule.scaleDirtyMark)
// {
// Vector3 offset = Vector3.zero;
// foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
// {
// offset += scaleOffset;
// }
//
// transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
// transform.localScale = transformSubmodule.currentScale;
// transformSubmodule.scaleDirtyMark = false;
// }
//
// if (transformSubmodule.eulerAnglesDirtyMark)
// {
// Vector3 offset = Vector3.zero;
// foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
// {
// offset += eulerOffset;
// }
//
// transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
// transform.localEulerAngles = transformSubmodule.currentEulerAngles;
// transformSubmodule.eulerAnglesDirtyMark = false;
// }
//
// if (transformSubmodule.positionDirtyMark)
// {
// Vector3 offset = Vector3.zero;
// foreach (Vector3 posOffset in transformSubmodule.positionOffset)
// {
// offset += posOffset;
// }
//
// transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
// transform.localPosition = transformSubmodule.currentPosition;
// transformSubmodule.positionDirtyMark = false;
// }
//
// transformSubmodule.scaleOffset.Clear();
// transformSubmodule.eulerAnglesOffset.Clear();
// transformSubmodule.positionOffset.Clear();
// }).AddTo(gameObject);
// }
namespace Beatmap
{
[System.Serializable]
public abstract class BaseElement_BM
{
[System.NonSerialized]
public static Dictionary<Guid, BaseElement_BM> identifier = new Dictionary<Guid, BaseElement_BM>(); //存档类的标识符
[System.NonSerialized]
public BaseElement matchedElement; //存档类对应的游戏物体
public string elementName;
public List<string> tags;
public Guid elementGuid;
public Guid attachedElementGuid;
public BaseElement_BM()
{
}
public BaseElement_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
{
this.elementName = elementName;
this.elementGuid = elementGuid;
this.tags = tags;
this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
identifier.TryAdd(this.elementGuid, this);
}
public static BaseElement_BM GetElementBM(Guid id)
{
if (identifier.TryGetValue(id, out BaseElement_BM element_BM))
{
return element_BM;
}
Debug.LogAssertion("Element not found or do not have id");
return null;
}
public static BaseElement GetElement(Guid id)
{
return GetElementBM(id)?.matchedElement;
}
/// <summary>
/// 用于从存档中生成物体
/// </summary>
public abstract void ExecuteBM();
/// <summary>
/// 用于复制物体
/// </summary>
public abstract BaseElement DuplicateBM(BaseElement parent);
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -22,7 +23,7 @@ namespace Ichni.RhythmGame
public bool baseColorDirtyMark;
public bool emissionColorDirtyMark;
public ColorSubmodule(BaseElement attachedElement) : base(attachedElement)
public ColorSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
this.originalBaseColor = Color.white;
this.emissionEnabled = false;
@@ -37,7 +38,7 @@ namespace Ichni.RhythmGame
this.emissionColorDirtyMark = false;
}
public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor) : base(attachedElement)
public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor) : base(attachedGameElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = false;
@@ -52,8 +53,8 @@ namespace Ichni.RhythmGame
this.emissionColorDirtyMark = false;
}
public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor, bool emissionEnabled,
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedGameElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = emissionEnabled;
@@ -70,10 +71,14 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.ColorSubmodule_BM(attachedElement, originalBaseColor, emissionEnabled,
originalEmissionColor, originalEmissionIntensity);
matchedBM = new ColorSubmodule_BM(attachedGameElement);
}
}
public interface IHaveColorSubmodule
{
public ColorSubmodule colorSubmodule { get; set; }
}
namespace Beatmap
{
@@ -89,25 +94,25 @@ namespace Ichni.RhythmGame
}
public ColorSubmodule_BM(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
public ColorSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = emissionEnabled;
this.originalEmissionColor = originalEmissionColor;
this.originalEmissionIntensity = originalEmissionIntensity;
ColorSubmodule colorSubmodule = (attachedElement as IHaveColorSubmodule).colorSubmodule;
this.originalBaseColor = colorSubmodule.originalBaseColor;
this.emissionEnabled = colorSubmodule.emissionEnabled;
this.originalEmissionColor = colorSubmodule.originalEmissionColor;
this.originalEmissionIntensity = colorSubmodule.originalEmissionIntensity;
}
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement.colorSubmodule = new ColorSubmodule(attachedElement, originalBaseColor, emissionEnabled,
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as IHaveColorSubmodule).colorSubmodule = new ColorSubmodule(attachedElement, originalBaseColor, emissionEnabled,
originalEmissionColor, originalEmissionIntensity);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
attached.colorSubmodule = new ColorSubmodule(attached, originalBaseColor, emissionEnabled,
(attachedElement as IHaveColorSubmodule).colorSubmodule = new ColorSubmodule(attached, originalBaseColor, emissionEnabled,
originalEmissionColor, originalEmissionIntensity);
}
}

View File

@@ -1,25 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class EffectSubmodule : SubmoduleBase
public partial class EffectSubmodule : SubmoduleBase
{
public List<EffectBase> effectList;
public Dictionary<string, List<EffectBase>> effectCollection;
public EffectSubmodule(BaseElement attachedElement) : base(attachedElement)
public EffectSubmodule(GameElement attachedGameElement, EffectSubmodulePreset preset = EffectSubmodulePreset.Default)
: base(attachedGameElement)
{
effectList = new List<EffectBase>();
effectCollection = new Dictionary<string, List<EffectBase>>();
if (preset == EffectSubmodulePreset.Default)
{
effectCollection.Add("Default", new List<EffectBase>());
}
else if (preset == EffectSubmodulePreset.Note)
{
effectCollection.Add("Generate", new List<EffectBase>());
effectCollection.Add("GeneralJudge", new List<EffectBase>());
effectCollection.Add("Perfect", new List<EffectBase>());
effectCollection.Add("Good", new List<EffectBase>());
effectCollection.Add("Bad", new List<EffectBase>());
effectCollection.Add("Miss", new List<EffectBase>());
}
}
public EffectSubmodule(GameElement attachedGameElement, Dictionary<string, List<EffectBase_BM>> effectList_BM) : base(attachedGameElement)
{
effectCollection = new Dictionary<string, List<EffectBase>>();
foreach (var effect in effectList_BM)
{
List<EffectBase> effectList = new List<EffectBase>();
foreach (var effectBM in effect.Value)
{
effectList.Add(effectBM.ConvertToGameType());
}
effectCollection.Add(effect.Key, effectList);
}
}
public override void SaveBM()
{
matchedBM = new Beatmap.EffectSubmodule_BM(attachedElement);
matchedBM = new EffectSubmodule_BM(attachedGameElement);
}
}
public partial class EffectSubmodule
{
public enum EffectSubmodulePreset
{
Default,
Note,
}
}
public interface IHaveEffect
public interface IHaveEffectSubmodule
{
public EffectSubmodule effectSubmodule { get; set; }
}
@@ -28,27 +68,38 @@ namespace Ichni.RhythmGame
{
public class EffectSubmodule_BM : Submodule_BM
{
public List<EffectBase> effectList;
public Dictionary<string, List<EffectBase_BM>> effectCollection;
public EffectSubmodule_BM()
{
}
public EffectSubmodule_BM(BaseElement attachedElement) : base(attachedElement)
public EffectSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
effectList = new List<EffectBase>();
effectCollection = new Dictionary<string, List<EffectBase_BM>>();
IHaveEffectSubmodule element = attachedElement as IHaveEffectSubmodule;
foreach (var effect in element.effectSubmodule.effectCollection)
{
List<EffectBase_BM> effectList = new List<EffectBase_BM>();
foreach (var effectBase in effect.Value)
{
effectList.Add(effectBase.ConvertToBM());
}
effectCollection.Add(effect.Key, effectList);
}
}
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
(attachedElement as IHaveEffect).effectSubmodule = new EffectSubmodule(attachedElement);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as IHaveEffectSubmodule).effectSubmodule = new EffectSubmodule(attachedElement);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
(attached as IHaveEffect).effectSubmodule = new EffectSubmodule(attached);
(attached as IHaveEffectSubmodule).effectSubmodule = new EffectSubmodule(attached);
}
}
}
@@ -140,5 +191,31 @@ namespace Ichni.RhythmGame
{
}
/// <summary>
/// 转换为存档类
/// </summary>
/// <returns></returns>
public abstract EffectBase_BM ConvertToBM();
}
namespace Beatmap
{
public abstract class EffectBase_BM
{
public float effectTime;
public EffectBase_BM()
{
}
public EffectBase_BM(float effectTime)
{
this.effectTime = effectTime;
}
public abstract EffectBase ConvertToGameType();
}
}
}

View File

@@ -6,15 +6,15 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class SubmoduleBase
public abstract class SubmoduleBase : IBaseElement
{
public BaseElement attachedElement;
public GameElement attachedGameElement;
public Submodule_BM matchedBM;
public BaseElement_BM matchedBM { get; set; }
public SubmoduleBase(BaseElement attachedElement)
public SubmoduleBase(GameElement attachedGameElement)
{
this.attachedElement = attachedElement;
this.attachedGameElement = attachedGameElement;
}
public virtual void InitialRefresh()
@@ -23,13 +23,23 @@ namespace Ichni.RhythmGame
}
public abstract void SaveBM();
public virtual void OnDelete()
{
}
public virtual void Delete()
{
attachedGameElement.submoduleList.Remove(this);
}
}
namespace Beatmap
{
public abstract class Submodule_BM
public abstract class Submodule_BM : BaseElement_BM
{
[System.NonSerialized] public BaseElement attachedElement; //存档类对应的游戏物体
[System.NonSerialized] public GameElement attachedElement; //存档类对应的游戏物体
public Guid attachedElementGuid;
public Submodule_BM()
@@ -37,30 +47,22 @@ namespace Ichni.RhythmGame
}
public Submodule_BM(BaseElement attachedElement)
public Submodule_BM(GameElement attachedElement)
{
this.attachedElement = attachedElement;
attachedElementGuid = attachedElement.elementGuid;
}
public static BaseElement_BM GetElementBM(Guid id)
{
if (BaseElement_BM.identifier.TryGetValue(id, out BaseElement_BM element_BM))
{
return element_BM;
}
Debug.LogAssertion("Element not found or do not have id");
return null;
}
public static BaseElement GetElement(Guid id)
{
return GetElementBM(id)?.matchedElement;
}
/// <summary>
/// 从存档类中生成游戏物体
/// </summary>
public abstract void ExecuteBM();
public abstract void DuplicateBM(BaseElement attached);
/// <summary>
/// 复制物体
/// </summary>
/// <param name="attached">(对于物体)父物体,(对于次级模块)或挂载物体</param>
public abstract void DuplicateBM(GameElement attached);
}
}
}

View File

@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using Unity.Mathematics;
using UnityEngine;
@@ -11,14 +12,14 @@ namespace Ichni.RhythmGame
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略
public float startTime, endTime; //起止时间
public TimeDurationSubmodule(BaseElement attachedElement) : base(attachedElement)
public TimeDurationSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
isOverridingDuration = false;
startTime = -999;//TODO: 换为-delay
endTime = 999;//TODO: 换为songLength
startTime = -32767;//TODO: 换为-delay
endTime = 32767;//TODO: 换为songLength
}
public TimeDurationSubmodule(BaseElement attachedElement, bool isOverridingDuration, float startTime, float endTime) : base(attachedElement)
public TimeDurationSubmodule(GameElement attachedGameElement, bool isOverridingDuration, float startTime, float endTime) : base(attachedGameElement)
{
this.isOverridingDuration = isOverridingDuration;
this.startTime = startTime;
@@ -34,6 +35,7 @@ namespace Ichni.RhythmGame
{
this.startTime = startTime;
this.endTime = endTime;
this.isOverridingDuration = true;
}
public void SetDuration(params FlexibleFloat[] flexibleFloats)
@@ -76,10 +78,15 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TimeDurationSubmodule_BM(attachedElement, this);
matchedBM = new TimeDurationSubmodule_BM(attachedGameElement);
}
}
public interface IHaveTimeDurationSubmodule
{
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
}
namespace Beatmap
{
public class TimeDurationSubmodule_BM : Submodule_BM
@@ -92,8 +99,9 @@ namespace Ichni.RhythmGame
}
public TimeDurationSubmodule_BM(BaseElement attachedElement, TimeDurationSubmodule timeDurationSubmodule) : base(attachedElement)
public TimeDurationSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
TimeDurationSubmodule timeDurationSubmodule = (attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule;
isOverridingDuration = timeDurationSubmodule.isOverridingDuration;
startTime = timeDurationSubmodule.startTime;
endTime = timeDurationSubmodule.endTime;
@@ -101,13 +109,15 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement.timeDurationSubmodule = new TimeDurationSubmodule(attachedElement, isOverridingDuration, startTime, endTime);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
new TimeDurationSubmodule(attachedElement, isOverridingDuration, startTime, endTime);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
attached.timeDurationSubmodule = new TimeDurationSubmodule(attached, isOverridingDuration, startTime, endTime);
(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
new TimeDurationSubmodule(attached, isOverridingDuration, startTime, endTime);
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using UniRx;
using Unity.Mathematics;
using UnityEngine;
@@ -28,9 +29,9 @@ namespace Ichni.RhythmGame
public bool scaleDirtyMark;
public bool eulerAnglesOffsetLock;
public TransformSubmodule(BaseElement attachedElement) : base(attachedElement)
public TransformSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
this.originalPosition = Vector3.zero;
this.originalEulerAngles = Vector3.zero;
@@ -49,12 +50,12 @@ namespace Ichni.RhythmGame
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
attachedElement.SetTransformObserver();
// (attachedGameElement as IHaveTransformSubmodule).SetTransformObserver();
}
public TransformSubmodule(BaseElement attachedElement,
Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedElement)
public TransformSubmodule(GameElement attachedGameElement,
Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedGameElement)
{
this.originalPosition = originalPosition;
this.originalEulerAngles = originalEulerAngles;
@@ -73,13 +74,74 @@ namespace Ichni.RhythmGame
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
attachedElement.SetTransformObserver();
// (attachedGameElement as IHaveTransformSubmodule).SetTransformObserver();
}
public override void SaveBM()
{
matchedBM = new Beatmap.TransformSubmodule_BM(attachedElement, originalPosition, originalEulerAngles, originalScale);
matchedBM = new TransformSubmodule_BM(attachedGameElement);
}
}
public interface IHaveTransformSubmodule
{
TransformSubmodule transformSubmodule { get; set; }
public void SetTransformObserver()
{
GameElement attachedGameElement = transformSubmodule.attachedGameElement;
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule == null)
{
return;
}
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
attachedGameElement.transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(attachedGameElement);
}
}
@@ -90,30 +152,31 @@ namespace Ichni.RhythmGame
public Vector3 originalPosition;
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public TransformSubmodule_BM()
{
}
public TransformSubmodule_BM(BaseElement attachedElement, Vector3 originalPosition,
Vector3 originalEulerAngles, Vector3 originalScale) :
base(attachedElement)
public TransformSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
this.originalPosition = originalPosition;
this.originalEulerAngles = originalEulerAngles;
this.originalScale = originalScale;
TransformSubmodule transformSubmodule = (attachedElement as IHaveTransformSubmodule).transformSubmodule;
this.originalPosition = transformSubmodule.originalPosition;
this.originalEulerAngles = transformSubmodule.originalEulerAngles;
this.originalScale = transformSubmodule.originalScale;
}
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement.transformSubmodule = new TransformSubmodule(attachedElement, originalPosition, originalEulerAngles, originalScale);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as IHaveTransformSubmodule).transformSubmodule =
new TransformSubmodule(attachedElement, originalPosition, originalEulerAngles, originalScale);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
attached.transformSubmodule = new TransformSubmodule(attached, originalPosition, originalEulerAngles, originalScale);
(attached as IHaveTransformSubmodule).transformSubmodule =
new TransformSubmodule(attached, originalPosition, originalEulerAngles, originalScale);
}
}
}

View File

@@ -17,7 +17,7 @@ namespace Ichni
public NoteBase.NoteJudgeType currentJudgeType;
public BasePrefabsCollection basePrefabs;
public List<BaseElement> elementList = new List<BaseElement>();
public List<GameElement> elementList = new List<GameElement>();
public List<BaseElement_BM> elementList_BM = new List<BaseElement_BM>();
public List<Submodule_BM> submoduleList_BM = new List<Submodule_BM>();
@@ -33,28 +33,28 @@ namespace Ichni
//currentJudgeType = NoteBase.NoteJudgeType.Perfect;
var f0 = ElementFolder.GenerateElement("Folder", Guid.NewGuid(), new List<string>(), null);
var dis0 = Displacement.GenerateElement("Displacement-0",Guid.NewGuid(), new List<string>(),f0,
var f0 = ElementFolder.GenerateElement("Folder", Guid.NewGuid(), new List<string>(), true, null);
var dis0 = Displacement.GenerateElement("Displacement-0",Guid.NewGuid(), new List<string>(),true, f0,
new FlexibleFloat(),
new FlexibleFloat(new List<AnimatedFloat>(){new (0,2,0,10, AnimationCurveType.Linear)}),
new FlexibleFloat());
var t0 = Track.GenerateElement("Track", Guid.NewGuid(), new List<string>(), f0, Vector3.left * 5f);
var t0 = Track.GenerateElement("Track", Guid.NewGuid(), new List<string>(), true, f0);
t0.trackPathSubmodule = new TrackPathSubmodule(t0, Track.TrackSpaceType.Linear,
Track.TrackSamplingType.TimeDistributed, false);
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable(t0, 0, 2, 1, AnimationCurveType.OutQuad);
var pp0 = TrackPercentPoint.GenerateElement("TrackPercentPoint-0", Guid.NewGuid(), new List<string>(), t0,
var pp0 = TrackPercentPoint.GenerateElement("TrackPercentPoint-0", Guid.NewGuid(), new List<string>(), true, t0,
new FlexibleFloat(new List<AnimatedFloat>() { new(0, 2, 0, 1, AnimationCurveType.OutQuad) }));
var tr0 = Trail.GenerateElement("Trail-0", Guid.NewGuid(), new List<string>(), pp0, 5);
var tr0 = Trail.GenerateElement("Trail-0", Guid.NewGuid(), new List<string>(), true, pp0, 5);
// t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(t0);
var p0 = PathNode.GenerateElement("PathNode-0", Guid.NewGuid(), new List<string>(), t0);
var p0 = PathNode.GenerateElement("PathNode-0", Guid.NewGuid(), new List<string>(), true, t0);
p0.transformSubmodule = new TransformSubmodule(p0, new Vector3(-5, 5, 10), Vector3.forward, Vector3.one);
p0.colorSubmodule = new ColorSubmodule(p0, Color.white);
var p1 = PathNode.GenerateElement("PathNode-1", Guid.NewGuid(), new List<string>(), t0);
var p1 = PathNode.GenerateElement("PathNode-1", Guid.NewGuid(), new List<string>(), true, t0);
p1.transformSubmodule = new TransformSubmodule(p1, new Vector3(5, -5, 10), Vector3.forward, Vector3.one);
p1.colorSubmodule = new ColorSubmodule(p1, Color.red);
var n0 = Tap.GenerateElement("Note-0", Guid.NewGuid(), new List<string>(), 1f, t0);
var n0v = BasicNoteVisual.GenerateElement("Note-0-V", Guid.NewGuid(), new List<string>(), "basic",
"BasicNoteTap3D", Vector3.zero, Vector3.zero, Vector3.one, n0);
var n0 = Tap.GenerateElement("Note-0", Guid.NewGuid(), new List<string>(), true, t0, 1f);
var n0v = BasicNoteVisual.GenerateElement("Note-0-V", Guid.NewGuid(), new List<string>(), true, n0,
"basic", "BasicNoteTap3D");
elementList.ForEach(e =>
{
@@ -71,7 +71,7 @@ namespace Ichni
//Save
elementList.ForEach(x => elementList_BM.Add(x.matchedBM));
elementList.ForEach(x => submoduleList_BM.AddRange(x.submoduleList.ConvertAll(s => s.matchedBM)));
elementList.ForEach(x => submoduleList_BM.AddRange(x.submoduleList.ConvertAll(s => s.matchedBM as Submodule_BM)));
ES3.Save<List<Submodule_BM>>("submoduleList", submoduleList_BM);
ES3.Save<List<BaseElement_BM>>("elementList", elementList_BM);

View File

@@ -7,25 +7,32 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class ElementFolder : BaseElement
public partial class ElementFolder : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public List<Track> trackList;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static ElementFolder GenerateElement(string name, Guid id, List<string> tags, BaseElement parentElement)
public static ElementFolder GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated, GameElement parentElement)
{
ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
elementFolder.Initialize(name, id, tags);
elementFolder.Initialize(name, id, tags, isFirstGenerated);
elementFolder.SetParent(parentElement);
elementFolder.transformSubmodule = new TransformSubmodule(elementFolder);
elementFolder.timeDurationSubmodule = new TimeDurationSubmodule(elementFolder);
//elementFolder.GenerateTab(parentElement);
elementFolder.SetTransformObserver();
return elementFolder;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
}
}
public partial class ElementFolder
@@ -33,21 +40,21 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = parentElement != null ?
new ElementFolder_BM(elementName, elementGuid, tags, parentElement.matchedBM) :
new ElementFolder_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM) :
new ElementFolder_BM(elementName, elementGuid, tags, null);
}
}
namespace Beatmap
{
public class ElementFolder_BM : BaseElement_BM
public class ElementFolder_BM : GameElement_BM
{
public ElementFolder_BM()
{
}
public ElementFolder_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
public ElementFolder_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
@@ -55,12 +62,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
matchedElement = ElementFolder.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid));
matchedElement = ElementFolder.GenerateElement(elementName, elementGuid, tags,false, GetElement(attachedElementGuid));
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return ElementFolder.GenerateElement(elementName, elementGuid, tags, parent);
return ElementFolder.GenerateElement(elementName, elementGuid, tags, false, parent);
}
}
}

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
@@ -10,16 +11,14 @@ namespace Ichni.RhythmGame
{
public bool isStatic;
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
string themeBundleName, string objectName, BaseElement parent,
Vector3 position, Vector3 eulerAngles, Vector3 scale,
bool isStatic, bool isFirstGenerated = true)
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parent, string themeBundleName, string objectName, bool isStatic)
{
EnvironmentObject themeBundleObject =
ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
EnvironmentObject environmentObject =
Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.Initialize(elementName, id, tags);
environmentObject.Initialize(elementName, id, tags, isFirstGenerated);
environmentObject.isStatic = isStatic;
return environmentObject;
}
@@ -29,17 +28,15 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.EnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM,
themeBundleName, objectName, isStatic);
matchedBM = new EnvironmentObject_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, themeBundleName, objectName, isStatic);
}
}
namespace Beatmap
{
public class EnvironmentObject_BM : BaseElement_BM
public class EnvironmentObject_BM : SubstantialObject_BM
{
public string themeBundleName;
public string objectName;
public bool isStatic;
public EnvironmentObject_BM()
@@ -48,26 +45,22 @@ namespace Ichni.RhythmGame
}
public EnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, string themeBundleName, string objectName, bool isStatic)
: base(elementName, elementGuid, tags, attachedElement)
GameElement_BM attachedElement, string themeBundleName, string objectName, bool isStatic)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName)
{
this.themeBundleName = themeBundleName;
this.objectName = objectName;
this.isStatic = isStatic;
}
public override void ExecuteBM()
{
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags,
themeBundleName, objectName, GetElement(attachedElementGuid),
Vector3.zero, Vector3.zero, Vector3.one, isStatic, false);
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), themeBundleName, objectName, isStatic);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return EnvironmentObject.GenerateElement(elementName, elementGuid, tags,
themeBundleName, objectName, parent,
Vector3.zero, Vector3.zero, Vector3.one, isStatic, false);
return EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
parent, themeBundleName, objectName, isStatic);
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
@@ -9,7 +10,7 @@ using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
public partial class GameCamera : BaseElement
public partial class GameCamera : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public Camera camera;
public Transform rotationPoint;
@@ -20,28 +21,34 @@ namespace Ichni.RhythmGame
public float perspectiveAngle;
public float orthographicSize;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static GameCamera GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement parentElement,
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
List<string> tags, bool isFirstGenerated, GameElement parentElement,
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize)
{
GameCamera gameCamera =
Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
gameCamera.Initialize(elementName, id, tags);
gameCamera.Initialize(elementName, id, tags, isFirstGenerated);
gameCamera.parentElement = parentElement;
gameCamera.cameraViewType = cameraViewType;
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
gameCamera.perspectiveAngle = perspectiveAngle;
gameCamera.orthographicSize = orthographicSize;
gameCamera.transformSubmodule =
new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
gameCamera.cameraTransform = gameCamera.transform;
gameCamera.SetParent(parentElement);
return gameCamera;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
submoduleList.Add(transformSubmodule);
}
}
public partial class GameCamera
@@ -56,7 +63,7 @@ namespace Ichni.RhythmGame
public partial class GameCamera
{
public override void SetTransformObserver()
public void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
@@ -97,21 +104,18 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.GameCamera_BM(elementName, elementGuid, tags, parentElement.matchedBM,
cameraViewType, perspectiveAngle, orthographicSize, transformSubmodule.currentPosition,
transformSubmodule.currentEulerAngles);
matchedBM = new GameCamera_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, cameraViewType, perspectiveAngle, orthographicSize);
}
}
namespace Beatmap
{
public class GameCamera_BM : BaseElement_BM
public class GameCamera_BM : GameElement_BM
{
public GameCamera.CameraViewType cameraViewType;
public float perspectiveAngle;
public float orthographicSize;
public Vector3 initialPosition;
public Vector3 initialEulerAngles;
public GameCamera_BM()
{
@@ -119,28 +123,25 @@ namespace Ichni.RhythmGame
}
public GameCamera_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement,
GameCamera.CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
GameElement_BM attachedElement, GameCamera.CameraViewType cameraViewType,
float perspectiveAngle, float orthographicSize)
: base(elementName, elementGuid, tags, attachedElement)
{
this.cameraViewType = cameraViewType;
this.perspectiveAngle = perspectiveAngle;
this.orthographicSize = orthographicSize;
this.initialPosition = initialPosition;
this.initialEulerAngles = initialEulerAngles;
}
public override void ExecuteBM()
{
GameCamera.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
cameraViewType, perspectiveAngle, orthographicSize, initialPosition, initialEulerAngles);
GameCamera.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), cameraViewType, perspectiveAngle, orthographicSize);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return GameCamera.GenerateElement(elementName, elementGuid, tags, parent, cameraViewType,
perspectiveAngle, orthographicSize, initialPosition, initialEulerAngles);
return GameCamera.GenerateElement(elementName, elementGuid, tags, false,
parent, cameraViewType, perspectiveAngle, orthographicSize);
}
}
}

View File

@@ -0,0 +1,192 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement
{
//物体名
public string elementName;
//标识 GUID
public Guid elementGuid;
//标签
public List<string> tags;
//父游戏物体
public GameElement parentElement;
//子物体列表
public List<GameElement> childElementList = new List<GameElement>();
//次级模块
public List<SubmoduleBase> submoduleList = new List<SubmoduleBase>();
//存档类
public BaseElement_BM matchedBM { get; set; }
/// <summary>
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void Initialize(string name, Guid elementGuid, List<string> tags, bool isFirstGenerated)
{
this.elementName = name;
this.elementGuid = elementGuid;
this.tags = tags;
EditorManager.instance.elementList.Add(this);
submoduleList = new List<SubmoduleBase>();
if (isFirstGenerated)
{
SetDefaultSubmodules();
}
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
//SetTransformObserver();
}
/// <summary>
/// 设置次级模块
/// </summary>
protected abstract void SetDefaultSubmodules();
/// <summary>
/// 在所有物体生成完毕后,执行的初始化方法
/// </summary>
public virtual void AfterInitialize()
{
}
/// <summary>
/// 刷新物体的状态
/// </summary>
public virtual void Refresh()
{
}
/// <summary>
/// 设置父物体
/// </summary>
/// <param name="parentElement">父物体</param>
public void SetParent(GameElement parentElement)
{
if (parentElement != null)
{
parentElement.childElementList.Add(this);
this.parentElement = parentElement;
transform.SetParent(parentElement.transform);
}
}
}
public abstract partial class GameElement //存档,删除,复制,粘贴
{
/// <summary>
/// 用于生成存档
/// </summary>
public virtual void SaveBM()
{
throw new NotImplementedException();
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
throw new NotImplementedException();
}
/// <summary>
/// 删除物体,包括所有子物体
/// </summary>
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
#if UNITY_EDITOR
Debug.Log("Delete " + elementName + "(" + elementGuid + ")");
#endif
EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
namespace Beatmap
{
[System.Serializable]
public abstract class GameElement_BM : BaseElement_BM
{
[System.NonSerialized]
public static Dictionary<Guid, GameElement_BM> identifier = new(); //存档类的标识符
[System.NonSerialized]
public GameElement matchedElement; //存档类对应的游戏物体
public string elementName;
public List<string> tags;
public Guid elementGuid;
public Guid attachedElementGuid;
public GameElement_BM()
{
}
public GameElement_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
{
this.elementName = elementName;
this.elementGuid = elementGuid;
this.tags = tags;
this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
identifier.TryAdd(this.elementGuid, this);
}
public static GameElement_BM GetElementBM(Guid id)
{
if (identifier.TryGetValue(id, out GameElement_BM element_BM))
{
return element_BM;
}
Debug.LogAssertion("Element not found or do not have id");
return null;
}
public static GameElement GetElement(Guid id)
{
return GetElementBM(id)?.matchedElement;
}
/// <summary>
/// 从存档类中生成游戏物体
/// </summary>
public abstract void ExecuteBM();
/// <summary>
/// 复制物体
/// </summary>
/// <param name="attached">(对于物体)父物体,(对于次级模块)或挂载物体</param>
public abstract GameElement DuplicateBM(GameElement attached);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9c0f3bb048a794215a0356fece54702f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
@@ -22,5 +23,10 @@ namespace Ichni.RhythmGame
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, bloomTime);
}
public override EffectBase_BM ConvertToBM()
{
throw new NotImplementedException();
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
@@ -11,18 +12,20 @@ namespace Ichni.RhythmGame
public partial class Flick : NoteBase
{
public List<Vector2> availableFlickDirections;
public static Flick GenerateElement(string elementName, Guid id, List<string> tags,
float exactJudgeTime, BaseElement attach, List<Vector2> directions)
public static Flick GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime, List<Vector2> directions)
{
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
flick.Initialize(elementName, id, tags);
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
.GetComponent<Flick>();
flick.Initialize(elementName, id, tags, isFirstGenerated);
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))
flick.SetParent(parentElement);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
@@ -46,41 +49,44 @@ namespace Ichni.RhythmGame
return flick;
}
}
public partial class Flick
{
public override void SaveBM()
{
matchedBM = new Beatmap.Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime, availableFlickDirections);
matchedBM = new Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
exactJudgeTime, availableFlickDirections);
}
}
namespace Beatmap
{
public class Flick_BM : BaseElement_BM
public class Flick_BM : NoteBase_BM
{
public float exactJudgeTime;
public List<Vector2> availableFlickDirections;
public Flick_BM()
{
}
public Flick_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime, List<Vector2> directions)
: base(elementName, elementGuid, tags, attachedElement)
public Flick_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float exactJudgeTime,
List<Vector2> directions) : base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
availableFlickDirections = directions;
}
public override void ExecuteBM()
{
matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid), availableFlickDirections);
matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), exactJudgeTime, availableFlickDirections);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent, availableFlickDirections);
return Flick.GenerateElement(elementName, elementGuid, tags, false, parent,
exactJudgeTime, availableFlickDirections);
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -8,14 +9,14 @@ namespace Ichni.RhythmGame
{
public List<NoteJudgeUnit> judgeUnitList;
public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
public NoteJudgeSubmodule(NoteBase attachedGameElement) : base(attachedGameElement)
{
}
public override void SaveBM()
{
matchedBM = new Beatmap.NoteJudgeSubmodule_BM(attachedElement);
matchedBM = new NoteJudgeSubmodule_BM(attachedGameElement);
}
}
@@ -30,18 +31,18 @@ namespace Ichni.RhythmGame
}
public NoteJudgeSubmodule_BM(BaseElement attachedElement) : base(attachedElement)
public NoteJudgeSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
judgeUnitList = new List<NoteJudgeUnit>();
}
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
//(attachedElement as NoteElement).noteJudgeSubmodule = new NoteJudgeSubmodule(attachedElement);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
//(attached as NoteElement).noteJudgeSubmodule = new NoteJudgeSubmodule(attached);
}

View File

@@ -7,7 +7,7 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract partial class NoteBase : BaseElement
public abstract partial class NoteBase : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveEffectSubmodule
{
[Title("Basic Info")]
public float exactJudgeTime;
@@ -20,39 +20,16 @@ namespace Ichni.RhythmGame
[Title("NoteVisual")]
public NoteVisualBase noteVisual;
[Title("NoteEffect")]
[Tooltip("生成Note时的特效")]
public EffectSubmodule generateEffects;
[Tooltip("Note被判定时的特效不包括Miss")]
public EffectSubmodule generalJudgeEffects;
[Tooltip("Note被Perfect判定时的特效")]
public EffectSubmodule perfectJudgeEffects;
[Tooltip("Note被Good判定时的特效")]
public EffectSubmodule goodJudgeEffects;
[Tooltip("Note被Bad判定时的特效")]
public EffectSubmodule badJudgeEffects;
[Tooltip("Note未被判定时的特效即Miss")]
public EffectSubmodule missJudgeEffects;
[Title("Judge Info")]
public NoteJudgeSubmodule noteJudgeSubmodule;
[Title("Submodules")]
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public EffectSubmodule effectSubmodule { get; set; }
public NoteJudgeSubmodule noteJudgeSubmodule { get; set; }
[Title("In-Game Info")]
public Vector2 noteScreenPosition;
public bool isJudged;
public override void Initialize(string name, Guid id, List<string> tags)
{
base.Initialize(name, id, tags);
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>
@@ -78,24 +55,19 @@ namespace Ichni.RhythmGame
trackPositioner.SetPercent(1 - percent);
}
public override void AfterInitialize()
protected override void SetDefaultSubmodules()
{
base.AfterInitialize();
submoduleList.Add(generateEffects);
submoduleList.Add(generalJudgeEffects);
submoduleList.Add(perfectJudgeEffects);
submoduleList.Add(goodJudgeEffects);
submoduleList.Add(badJudgeEffects);
submoduleList.Add(missJudgeEffects);
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
effectSubmodule = new EffectSubmodule(this, EffectSubmodule.EffectSubmodulePreset.Note);
noteJudgeSubmodule = new NoteJudgeSubmodule(this);
generateEffects.effectList.ForEach(e => e.Recover());
generalJudgeEffects.effectList.ForEach(e => e.Recover());
perfectJudgeEffects.effectList.ForEach(e => e.Recover());
goodJudgeEffects.effectList.ForEach(e => e.Recover());
badJudgeEffects.effectList.ForEach(e => e.Recover());
missJudgeEffects.effectList.ForEach(e => e.Recover());
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(effectSubmodule);
submoduleList.Add(noteJudgeSubmodule);
}
private void Update()
{
if (isOnTrack)
@@ -122,21 +94,22 @@ namespace Ichni.RhythmGame
}
}
generateEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect());
switch (EditorManager.instance.currentJudgeType)
{
case NoteJudgeType.Perfect:
perfectJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect());
break;
case NoteJudgeType.Good:
goodJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect());
break;
case NoteJudgeType.Bad:
badJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect());
break;
case NoteJudgeType.Miss:
missJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect());
break;
}
}
@@ -172,4 +145,33 @@ namespace Ichni.RhythmGame
Miss
}
}
namespace Beatmap
{
public abstract class NoteBase_BM : GameElement_BM
{
public float exactJudgeTime;
public NoteBase_BM()
{
}
public NoteBase_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
throw new NotImplementedException();
}
public override GameElement DuplicateBM(GameElement parent)
{
throw new NotImplementedException();
}
}
}
}

View File

@@ -1,12 +1,32 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class NoteEffectBase : EffectBase
public abstract class NoteEffectBase : EffectBase
{
public NoteBase note;
public NoteVisualBase noteVisual;
}
namespace Beatmap
{
public abstract class NoteEffectBase_BM : EffectBase_BM
{
public Guid attachedNoteID;
public NoteEffectBase_BM()
{
}
public NoteEffectBase_BM(float effectTime, Guid attachedNoteID) : base(effectTime)
{
this.attachedNoteID = attachedNoteID;
}
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
@@ -10,17 +11,17 @@ namespace Ichni.RhythmGame
{
public partial class Stay : NoteBase
{
public static Stay GenerateElement(string elementName, Guid id, List<string> tags,
float exactJudgeTime, BaseElement attach)
public static Stay GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime)
{
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
stay.Initialize(elementName, id, tags);
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform).GetComponent<Stay>();
stay.Initialize(elementName, id, tags, isFirstGenerated);
stay.exactJudgeTime = exactJudgeTime;
stay.transformSubmodule = new TransformSubmodule(stay);
stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
stay.SetParent(attach);
stay.SetParent(parentElement);
if (attach.TryGetComponent(out Track track))
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
@@ -49,35 +50,33 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime);
matchedBM = new Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
}
}
namespace Beatmap
{
public class Stay_BM : BaseElement_BM
public class Stay_BM : NoteBase_BM
{
public float exactJudgeTime;
public Stay_BM()
{
}
public Stay_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
public Stay_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid));
matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid), exactJudgeTime);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Stay.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent);
return Stay.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
@@ -10,17 +11,18 @@ namespace Ichni.RhythmGame
{
public partial class Tap : NoteBase
{
public static Tap GenerateElement(string elementName, Guid id, List<string> tags,
float exactJudgeTime, BaseElement attach)
public static Tap GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime)
{
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
tap.Initialize(elementName, id, tags);
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
.GetComponent<Tap>();
tap.Initialize(elementName, id, tags, isFirstGenerated);
tap.exactJudgeTime = exactJudgeTime;
tap.transformSubmodule = new TransformSubmodule(tap);
tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
tap.SetParent(attach);
if (attach.TryGetComponent(out Track track))
tap.SetParent(parentElement);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
@@ -44,40 +46,40 @@ namespace Ichni.RhythmGame
return tap;
}
}
public partial class Tap
{
public override void SaveBM()
{
matchedBM = new Beatmap.Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime);
matchedBM = new Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
}
}
namespace Beatmap
{
public class Tap_BM : BaseElement_BM
public class Tap_BM : NoteBase_BM
{
public float exactJudgeTime;
public Tap_BM()
{
}
public Tap_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
public Tap_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid));
matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), exactJudgeTime);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Tap.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent);
return Tap.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
}
}
}

View File

@@ -6,24 +6,66 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class SubstantialObject : BaseElement
public abstract class SubstantialObject : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveColorSubmodule
{
public string themeBundleName, objectName;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
string themeBundleName, string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale,
BaseElement parent, bool isFirstGenerated = true)
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
string themeBundleName, string objectName, GameElement parent)
{
GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
SubstantialObject substantialObject = Instantiate(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
substantialObject.Initialize(elementName, id, tags);
substantialObject.transformSubmodule = new TransformSubmodule(substantialObject, position, eulerAngles, scale);
substantialObject.timeDurationSubmodule = new TimeDurationSubmodule(substantialObject);
substantialObject.colorSubmodule = new ColorSubmodule(substantialObject);
substantialObject.Initialize(elementName, id, tags, isFirstGenerated);
substantialObject.SetParent(parent);
return substantialObject;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(colorSubmodule);
}
}
namespace Beatmap
{
public class SubstantialObject_BM : GameElement_BM
{
public string themeBundleName;
public string objectName;
public SubstantialObject_BM()
{
}
public SubstantialObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName)
: base(elementName, elementGuid, tags, attachedElement)
{
this.themeBundleName = themeBundleName;
this.objectName = objectName;
}
public override void ExecuteBM()
{
throw new NotImplementedException();
}
public override GameElement DuplicateBM(GameElement attached)
{
throw new NotImplementedException();
}
}
}
}

View File

@@ -3,45 +3,58 @@ using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class PathNode : BaseElement
public partial class PathNode : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule,
IHaveColorSubmodule
{
public ColorSubmodule colorSubmodule;
public Track track;
public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
public SplinePoint node;
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, Track track)
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
Track track)
{
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform)
.GetComponent<PathNode>();
pathNode.Initialize(elementName, id, tags);
pathNode.Initialize(elementName, id, tags, isFirstGenerated);
pathNode.track = track;
//pathNode.index = index;
pathNode.transformSubmodule = new TransformSubmodule(pathNode);
pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
pathNode.colorSubmodule = new ColorSubmodule(pathNode);
track.trackPathSubmodule.pathNodeList.Add(pathNode);
pathNode.SetParent(track);
return pathNode;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(colorSubmodule);
}
public override void AfterInitialize()
{
base.AfterInitialize();
Refresh();
if (track.trackPathSubmodule.pathNodeList.Count > 3)
{
@@ -58,7 +71,7 @@ namespace Ichni.RhythmGame
Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
float size = transformSubmodule.currentScale.x;
Color color = colorSubmodule.currentBaseColor;
transform.position = position;
transform.rotation = Quaternion.LookRotation(normal);
transform.localScale = Vector3.one * size;
@@ -72,34 +85,34 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class PathNode_BM : BaseElement_BM
public class PathNode_BM : GameElement_BM
{
public PathNode_BM()
{
}
public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags,
matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return PathNode.GenerateElement(elementName, elementGuid, tags, parent as Track);
return PathNode.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}

View File

@@ -1,43 +1,40 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Track : BaseElement
public partial class Track : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public TrackPathSubmodule trackPathSubmodule;
public TrackTimeSubmodule trackTimeSubmodule;
public TrackRendererSubmodule trackRendererSubmodule;
public static Track GenerateElement(string elementName, Guid id, List<string> tags,
BaseElement parent, Vector3 position)
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public TrackPathSubmodule trackPathSubmodule { get; set; }
public TrackTimeSubmodule trackTimeSubmodule { get; set; }
public TrackRendererSubmodule trackRendererSubmodule { get; set; }
public static Track GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated, GameElement parent)
{
Track track = Instantiate(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
track.Initialize(elementName, id, tags);
track.Initialize(elementName, id, tags, isFirstGenerated);
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;
}
public override void AfterInitialize()
protected override void SetDefaultSubmodules()
{
base.AfterInitialize();
submoduleList.Add(trackPathSubmodule);
submoduleList.Add(trackTimeSubmodule);
submoduleList.Add(trackRendererSubmodule);
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
trackPathSubmodule = null;
trackTimeSubmodule = null;
trackRendererSubmodule = null;
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
@@ -53,7 +50,7 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new Beatmap.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
@@ -75,14 +72,14 @@ namespace Ichni.RhythmGame
namespace Beatmap
{
public class Track_BM : BaseElement_BM
public class Track_BM : GameElement_BM
{
public Track_BM()
{
}
public Track_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
public Track_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
@@ -90,12 +87,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
matchedElement = Track.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid), Vector3.zero);
matchedElement = Track.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid));
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Track.GenerateElement(elementName, elementGuid, tags, parent, Vector3.zero);
return Track.GenerateElement(elementName, elementGuid, tags, false, parent);
}
}
}

View File

@@ -3,11 +3,12 @@ using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CrossTrackPoint : BaseElement
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
{
public ElementFolder trackListFolder;
public Track nowAttachedTrack;
@@ -16,24 +17,32 @@ namespace Ichni.RhythmGame
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
{
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags);
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform)
.AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated);
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.nowAttachedTrackIndex = -1;
point.trackListFolder = elementFolder;
point.trackSwitch = trackSwitch;
point.trackPercent = trackPercent;
point.transformSubmodule = new TransformSubmodule(point);
point.timeDurationSubmodule = new TimeDurationSubmodule(point);
point.SetParent(elementFolder);
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
{
if (trackPercent.animations.Count > 0)
@@ -46,7 +55,8 @@ namespace Ichni.RhythmGame
private void SetPoint()
{
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 && trackSwitch.value < trackListFolder.trackList.Count)
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 &&
trackSwitch.value < trackListFolder.trackList.Count)
{
nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
nowAttachedTrackIndex = trackSwitch.value;
@@ -56,28 +66,30 @@ namespace Ichni.RhythmGame
trackPositioner.SetPercent(trackPercent.value);
}
}
public partial class CrossTrackPoint
{
public override void SaveBM()
{
matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
}
}
namespace Beatmap
{
public class CrossTrackPoint_BM : BaseElement_BM
public class CrossTrackPoint_BM : GameElement_BM
{
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public CrossTrackPoint_BM()
{
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackSwitch = trackSwitch;
@@ -86,14 +98,14 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
trackSwitch, trackPercent);
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
trackSwitch, trackPercent);
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
parent as ElementFolder, trackSwitch, trackPercent);
}
}
}

View File

@@ -2,23 +2,27 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : BaseElement
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track)
{
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags);
head.Initialize(elementName, id, tags, isFirstGenerated);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
@@ -27,6 +31,12 @@ namespace Ichni.RhythmGame
return head;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
@@ -40,13 +50,13 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : BaseElement_BM
public class TrackHeadPoint_BM : GameElement_BM
{
public TrackHeadPoint_BM()
{
@@ -54,20 +64,20 @@ namespace Ichni.RhythmGame
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement)
GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
@@ -12,31 +13,41 @@ namespace Ichni.RhythmGame
/// <summary>
/// 在轨道上根据百分比进行运动的点
/// </summary>
public partial class TrackPercentPoint : BaseElement
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public SplinePositioner trackPositioner;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
private bool isBeyond1 = false;
public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackPercentPoint>();
point.Initialize(elementName, id, tags);
point.Initialize(elementName, id, tags, isFirstGenerated);
point.track = track;
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.trackPositioner.spline = track.trackPathSubmodule.path;
point.trackPercent = trackPercent;
point.SetParent(track);
point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1);//判断是否有超过1的动画超过1将会循环
point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1); //判断是否有超过1的动画超过1将会循环
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (trackPercent.animations.Count > 0)
@@ -45,38 +56,41 @@ namespace Ichni.RhythmGame
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
{
float finalValue = trackPercent.value;
if (isBeyond1)
{
finalValue -= Mathf.Floor(finalValue);
}
trackPositioner.SetPercent(finalValue);
}
}
}
}
public partial class TrackPercentPoint
{
public override void SaveBM()
{
matchedBM = new Beatmap.TrackPercentPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackPercent.ConvertToBM());
matchedBM = new TrackPercentPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM,
trackPercent.ConvertToBM());
}
}
namespace Beatmap
{
public class TrackPercentPoint_BM : BaseElement_BM
public class TrackPercentPoint_BM : GameElement_BM
{
public FlexibleFloat_BM trackPercent;
public TrackPercentPoint_BM()
{
}
public TrackPercentPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM trackPercent)
GameElement_BM attachedElement, FlexibleFloat_BM trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackPercent = trackPercent;
@@ -84,12 +98,14 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, parent as Track, trackPercent.ConvertToGameType());
return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track,
trackPercent.ConvertToGameType());
}
}
}

View File

@@ -69,7 +69,7 @@ namespace Ichni.RhythmGame
{
override public void SaveBM()
{
matchedBM = new TrackPathSubmodule_BM(attachedElement, this);
matchedBM = new TrackPathSubmodule_BM(attachedGameElement, this);
}
}
@@ -87,7 +87,7 @@ namespace Ichni.RhythmGame
}
public TrackPathSubmodule_BM(BaseElement attachedElement, TrackPathSubmodule trackPathSubmodule) : base(
public TrackPathSubmodule_BM(GameElement attachedElement, TrackPathSubmodule trackPathSubmodule) : base(
attachedElement)
{
this.trackSpaceType = trackPathSubmodule.trackSpaceType;
@@ -97,13 +97,15 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
(attachedElement as Track).trackPathSubmodule = new TrackPathSubmodule(attachedElement as Track, trackSpaceType, trackSamplingType, isClosed);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
(attached as Track).trackPathSubmodule = new TrackPathSubmodule(attached as Track, trackSpaceType, trackSamplingType, isClosed);
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
}
}

View File

@@ -52,7 +52,7 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TrackRendererSubmoduleAutoOrient_BM(attachedElement, this);
matchedBM = new Beatmap.TrackRendererSubmoduleAutoOrient_BM(attachedGameElement, this);
}
}
@@ -67,7 +67,7 @@ namespace Ichni.RhythmGame
}
public TrackRendererSubmoduleAutoOrient_BM(BaseElement attachedElement,
public TrackRendererSubmoduleAutoOrient_BM(GameElement attachedElement,
TrackRendererSubmodule trackRendererSubmodule) : base(attachedElement)
{
renderMaterialName = trackRendererSubmodule.renderMaterial.name;
@@ -75,14 +75,15 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
(attachedElement as Track).trackRendererSubmodule =
new TrackRendererSubmodule(attachedElement as Track);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmodule(track);//TODO: Implement Material
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
(attached as Track).trackRendererSubmodule = new TrackRendererSubmodule(attached as Track);
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmodule(track);//TODO: Implement Material
}
}
}

View File

@@ -7,12 +7,10 @@ namespace Ichni.RhythmGame
public abstract class TrackSubmodule : SubmoduleBase
{
public Track track;
public bool isUpdating;
public TrackSubmodule(Track track) : base(track)
{
this.track = track;
isUpdating = false;
}
}
}

View File

@@ -67,7 +67,7 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TrackTimeSubmoduleMovable_BM(attachedElement, this);
matchedBM = new Beatmap.TrackTimeSubmoduleMovable_BM(attachedGameElement, this);
}
}
@@ -85,7 +85,7 @@ namespace Ichni.RhythmGame
}
public TrackTimeSubmoduleMovable_BM(BaseElement attachedElement, TrackTimeSubmoduleMovable trackTimeSubmoduleMovable) : base(attachedElement)
public TrackTimeSubmoduleMovable_BM(GameElement attachedElement, TrackTimeSubmoduleMovable trackTimeSubmoduleMovable) : base(attachedElement)
{
trackStartTime = trackTimeSubmoduleMovable.trackStartTime;
trackEndTime = trackTimeSubmoduleMovable.trackEndTime;
@@ -95,12 +95,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
@@ -131,7 +131,7 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TrackTimeSubmoduleStatic_BM(attachedElement, this);
matchedBM = new Beatmap.TrackTimeSubmoduleStatic_BM(attachedGameElement, this);
}
}
@@ -147,7 +147,7 @@ namespace Ichni.RhythmGame
}
public TrackTimeSubmoduleStatic_BM(BaseElement attachedElement, TrackTimeSubmoduleStatic trackTimeSubmoduleStatic) : base(attachedElement)
public TrackTimeSubmoduleStatic_BM(GameElement attachedElement, TrackTimeSubmoduleStatic trackTimeSubmoduleStatic) : base(attachedElement)
{
trackTotalTime = trackTimeSubmoduleStatic.trackTotalTime;
animationCurveType = trackTimeSubmoduleStatic.animationCurveType;
@@ -155,12 +155,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);

View File

@@ -1,74 +1,83 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Trail : BaseElement
public partial class Trail : GameElement, IHaveTransformSubmodule
{
public TrailRenderer trailRenderer;
public Material renderMaterial;
public float visibleTimeLength;
public static Trail GenerateElement(string name, Guid id, List<string> tags,
BaseElement parentElement, float visibleTimeLength, Material material = null)
public TransformSubmodule transformSubmodule { get; set; }
public static Trail GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float visibleTimeLength, Material material = null)
{
Trail trail = Instantiate(EditorManager.instance.basePrefabs.trail).GetComponent<Trail>();
trail.trailRenderer = trail.GetComponent<TrailRenderer>();
trail.Initialize(name, id, tags);
trail.Initialize(name, id, tags, isFirstGenerated);
trail.renderMaterial =
material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
trail.trailRenderer.material = trail.renderMaterial;
trail.visibleTimeLength = visibleTimeLength;
trail.SetParent(parentElement);
trail.transformSubmodule = new TransformSubmodule(trail);
return trail;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
submoduleList.Add(transformSubmodule);
}
}
public partial class Trail
{
public override void SaveBM()
{
matchedBM = new Beatmap.Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM, visibleTimeLength,
renderMaterial);
matchedBM = new Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
visibleTimeLength, renderMaterial);
}
}
namespace Beatmap
{
public class Trail_BM : BaseElement_BM
public class Trail_BM : GameElement_BM
{
public float visibleTimeLength;
public Material renderMaterial;
public string renderMaterialName;
public Trail_BM()
{
}
public Trail_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
float visibleTimeLength, Material renderMaterial)
: base(elementName, elementGuid, tags, attachedElement)
public Trail_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float visibleTimeLength, Material renderMaterial) : base(elementName, elementGuid, tags,
attachedElement)
{
this.visibleTimeLength = visibleTimeLength;
this.renderMaterial = renderMaterial;
this.renderMaterialName = renderMaterial.name;
}
public override void ExecuteBM()
{
matchedElement = Trail.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
visibleTimeLength, renderMaterial);
matchedElement = Trail.GenerateElement(elementName, elementGuid, tags,
false, GetElement(attachedElementGuid),
visibleTimeLength); //TODO: Implement Material
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Trail.GenerateElement(elementName, elementGuid, tags, parent, visibleTimeLength, renderMaterial);
return Trail.GenerateElement(elementName, elementGuid, tags,
false, parent, visibleTimeLength); //TODO: Implement Material
}
}
}

View File

@@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
@@ -50,5 +52,31 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
return EffectState.Error;
}
public override EffectBase_BM ConvertToBM()
{
return new Beatmap.BasicNoteBadExpand_BM(effectTime, note.elementGuid);
}
}
namespace Beatmap
{
public class BasicNoteBadExpand_BM : NoteEffectBase_BM
{
public BasicNoteBadExpand_BM()
{
}
public BasicNoteBadExpand_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
public override EffectBase ConvertToGameType()
{
return new BasicNoteBadExpand(GameElement_BM.GetElement(attachedNoteID) as NoteBase);
}
}
}
}

View File

@@ -1,7 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
@@ -52,5 +54,33 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
return EffectState.Error;
}
public override EffectBase_BM ConvertToBM()
{
return new Beatmap.BasicNoteGenerateExpand_BM(effectTime, generateTime, note.elementGuid);
}
}
namespace Beatmap
{
public class BasicNoteGenerateExpand_BM : NoteEffectBase_BM
{
public float generateTime;
public BasicNoteGenerateExpand_BM()
{
}
public BasicNoteGenerateExpand_BM(float effectTime, float generateTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
this.generateTime = generateTime;
}
public override EffectBase ConvertToGameType()
{
return new BasicNoteGenerateExpand(GameElement_BM.GetElement(attachedNoteID) as NoteBase);
}
}
}
}

View File

@@ -1,6 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
@@ -54,5 +57,31 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
return EffectState.Error;
}
public override EffectBase_BM ConvertToBM()
{
return new BasicNoteGoodBurst_BM(effectTime, note.elementGuid);
}
}
namespace Beatmap
{
public class BasicNoteGoodBurst_BM : NoteEffectBase_BM
{
public BasicNoteGoodBurst_BM()
{
}
public BasicNoteGoodBurst_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
public override EffectBase ConvertToGameType()
{
return new BasicNoteGoodBurst(GameElement_BM.GetElement(attachedNoteID) as NoteBase);
}
}
}
}

View File

@@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
@@ -51,5 +53,31 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
return EffectState.Error;
}
public override EffectBase_BM ConvertToBM()
{
return new Beatmap.BasicNoteMissPale_BM(effectTime, note.elementGuid);
}
}
namespace Beatmap
{
public class BasicNoteMissPale_BM : NoteEffectBase_BM
{
public BasicNoteMissPale_BM()
{
}
public BasicNoteMissPale_BM(float effectTime, Guid elementGuid) : base(effectTime, elementGuid)
{
}
public override EffectBase ConvertToGameType()
{
return new BasicNoteMissPale(GameElement_BM.GetElement(attachedNoteID) as NoteBase);
}
}
}
}

View File

@@ -1,6 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
@@ -23,7 +26,7 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
effectRing.GetComponent<SpriteRenderer>().color = Color.white;
noteVisual.noteMain.SetActive(true);
}
public override void Adjust()
{
effectRing.gameObject.SetActive(true);
@@ -54,5 +57,31 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
return EffectState.Error;
}
public override EffectBase_BM ConvertToBM()
{
return new BasicNotePerfectBurst_BM(effectTime, note.elementGuid);
}
}
namespace Beatmap
{
public class BasicNotePerfectBurst_BM : NoteEffectBase_BM
{
public BasicNotePerfectBurst_BM()
{
}
public BasicNotePerfectBurst_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
public override EffectBase ConvertToGameType()
{
return new BasicNotePerfectBurst(GameElement_BM.GetElement(attachedNoteID) as NoteBase);
}
}
}
}

View File

@@ -10,25 +10,23 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
public partial class BasicNoteVisual : NoteVisualBase
{
public new static BasicNoteVisual GenerateElement(string elementName, Guid id, List<string> tags,
string themeBundleName, string objectName,
Vector3 position, Vector3 eulerAngles, Vector3 scale, BaseElement parent, bool isFirstGenerated = true)
bool isFirstGenerated, GameElement parentElement, string themeBundleName, string objectName)
{
BasicNoteVisual noteVisual = SubstantialObject
.GenerateElement(elementName, id, tags, themeBundleName, objectName, position, eulerAngles, scale, parent, isFirstGenerated)
.GetComponent<BasicNoteVisual>();
BasicNoteVisual noteVisual = SubstantialObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement).GetComponent<BasicNoteVisual>();
NoteBase note = parent as NoteBase;
NoteBase note = parentElement as NoteBase;
if(note == null) throw new System.Exception("NoteVisual只能生成在Note下。");
noteVisual.note = note;
note.noteVisual = noteVisual;
if (isFirstGenerated)
{
note.generateEffects.effectList.Add(new BasicNoteGenerateExpand(noteVisual.note));
note.perfectJudgeEffects.effectList.Add(new BasicNotePerfectBurst(noteVisual.note));
note.goodJudgeEffects.effectList.Add(new BasicNoteGoodBurst(noteVisual.note));
note.badJudgeEffects.effectList.Add(new BasicNoteBadExpand(noteVisual.note));
note.missJudgeEffects.effectList.Add(new BasicNoteMissPale(noteVisual.note));
note.effectSubmodule.effectCollection["Generate"].Add(new BasicNoteGenerateExpand(noteVisual.note));
note.effectSubmodule.effectCollection["Perfect"].Add(new BasicNotePerfectBurst(noteVisual.note));
note.effectSubmodule.effectCollection["Good"].Add(new BasicNoteGoodBurst(noteVisual.note));
note.effectSubmodule.effectCollection["Bad"].Add(new BasicNoteBadExpand(noteVisual.note));
note.effectSubmodule.effectCollection["Miss"].Add(new BasicNoteMissPale(noteVisual.note));
}
return noteVisual;
@@ -39,43 +37,35 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
{
public override void SaveBM()
{
matchedBM = new Beatmap.BasicNoteVisual_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, themeBundleName, objectName);
}
}
namespace Beatmap
{
public class BasicNoteVisual_BM : BaseElement_BM
public class BasicNoteVisual_BM : SubstantialObject_BM
{
public BasicNoteVisual_BM()
{
}
public BasicNoteVisual_BM(string elementName, Guid id, List<string> tags, BaseElement_BM parent,
string themeBundleName, string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale) :
base(elementName, id, tags, parent)
public BasicNoteVisual_BM(string elementName, Guid id, List<string> tags,
GameElement_BM parent, string themeBundleName, string objectName) :
base(elementName, id, tags, parent, themeBundleName, objectName)
{
this.elementName = elementName;
this.elementGuid = id;
this.tags = tags;
// this.themeBundleName = themeBundleName;
// this.objectName = objectName;
// this.position = position;
// this.eulerAngles = eulerAngles;
// this.scale = scale;
// this.parent = parent;
}
public override void ExecuteBM()
{
//TODO: 生成NoteVisual
matchedElement = BasicNoteVisual.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), themeBundleName, objectName);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
//TODO: 生成NoteVisual
return null;
return BasicNoteVisual.GenerateElement(elementName, elementGuid, tags, false, parent, themeBundleName, objectName);
}
}
}