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:
@@ -4,23 +4,25 @@ using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Ichni.RhythmGame
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{
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public abstract class AnimationBase : BaseElement
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public abstract class AnimationBase : GameElement, IHaveTimeDurationSubmodule
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{
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public BaseElement targetObject;
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public GameElement animatedObject;
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public FlexibleReturnType animationReturnType;
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//public ICanHaveAnimation target;
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public override void Initialize(string elementName, Guid id, List<string> tags)
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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protected override void SetDefaultSubmodules()
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{
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base.Initialize(elementName, id, tags);
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected abstract void UpdateAnimation(float songTime);
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protected virtual void Update()
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{
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if (timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
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@@ -29,4 +31,22 @@ namespace Ichni.RhythmGame
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}
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}
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}
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namespace Beatmap
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{
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public abstract class AnimationBase_BM : GameElement_BM
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{
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public AnimationBase_BM()
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{
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}
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public AnimationBase_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement) : base(elementName, elementGuid, tags, attachedElement)
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{
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}
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}
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}
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}
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@@ -9,18 +9,18 @@ namespace Ichni.RhythmGame
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{
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public partial class BaseColorChange : AnimationBase
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{
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public ColorSubmodule targetColorSubmodule;
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private ColorSubmodule targetColorSubmodule;
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public FlexibleFloat colorR, colorG, colorB, colorA;
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public static BaseColorChange GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
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{
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BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
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.AddComponent<BaseColorChange>();
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baseColorChange.Initialize(elementName, id, tags);
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baseColorChange.targetObject = targetObject;
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baseColorChange.Initialize(elementName, id, tags, isFirstGenerated);
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baseColorChange.animatedObject = animatedObject;
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baseColorChange.colorR = colorR;
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baseColorChange.colorG = colorG;
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@@ -28,21 +28,20 @@ namespace Ichni.RhythmGame
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baseColorChange.colorA = colorA;
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baseColorChange.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.colorSubmodule != null)
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{
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baseColorChange.targetColorSubmodule = targetObject.colorSubmodule;
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}
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else
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{
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throw new System.Exception("Target object does not have a ColorSubmodule");
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}
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baseColorChange.targetColorSubmodule = (animatedObject as IHaveColorSubmodule).colorSubmodule;
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baseColorChange.SetParent(targetObject);
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baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
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baseColorChange.SetParent(animatedObject);
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//baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
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return baseColorChange;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected override void UpdateAnimation(float songTime)
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{
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colorR.UpdateFlexibleFloat(songTime);
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@@ -71,14 +70,15 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new BaseColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as BaseElement_BM,
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colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
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matchedBM = new BaseColorChange_BM(elementName, elementGuid, tags,
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animatedObject.matchedBM as GameElement_BM, colorR.ConvertToBM(),
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colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class BaseColorChange_BM : BaseElement_BM
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public class BaseColorChange_BM : AnimationBase_BM
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{
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public FlexibleFloat_BM colorR, colorG, colorB, colorA;
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@@ -88,9 +88,9 @@ namespace Ichni.RhythmGame
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}
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public BaseColorChange_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG,
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FlexibleFloat_BM colorB, FlexibleFloat_BM colorA) : base(elementName, elementGuid, tags,
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attachedElement)
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GameElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG,
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FlexibleFloat_BM colorB, FlexibleFloat_BM colorA) :
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base(elementName, elementGuid, tags, attachedElement)
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{
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this.colorR = colorR;
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this.colorG = colorG;
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@@ -100,16 +100,16 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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BaseColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
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colorA.ConvertToGameType());
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BaseColorChange.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), colorR.ConvertToGameType(),
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colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorA.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return BaseColorChange.GenerateElement(elementName, elementGuid, tags, parent,
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
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colorA.ConvertToGameType());
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return BaseColorChange.GenerateElement(elementName, elementGuid, tags, false,
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parent, colorR.ConvertToGameType(), colorG.ConvertToGameType(),
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colorB.ConvertToGameType(), colorA.ConvertToGameType());
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}
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}
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}
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@@ -9,17 +9,17 @@ namespace Ichni.RhythmGame
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{
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public partial class EmissionColorChange : AnimationBase
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{
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public ColorSubmodule targetColorSubmodule;
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private ColorSubmodule targetColorSubmodule;
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public FlexibleFloat colorR, colorG, colorB, colorI;
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public static EmissionColorChange GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
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{
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EmissionColorChange emissionColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
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emissionColorChange.Initialize(elementName, id, tags);
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emissionColorChange.targetObject = targetObject;
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emissionColorChange.Initialize(elementName, id, tags, isFirstGenerated);
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emissionColorChange.animatedObject = animatedObject;
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emissionColorChange.colorR = colorR;
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emissionColorChange.colorG = colorG;
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@@ -27,22 +27,21 @@ namespace Ichni.RhythmGame
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emissionColorChange.colorI = colorI;
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emissionColorChange.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.colorSubmodule != null)
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{
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emissionColorChange.targetColorSubmodule = targetObject.colorSubmodule;
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}
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else
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{
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throw new System.Exception("Target object does not have a ColorSubmodule");
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}
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emissionColorChange.targetColorSubmodule = (animatedObject as IHaveColorSubmodule).colorSubmodule;
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emissionColorChange.SetParent(animatedObject);
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emissionColorChange.SetParent(targetObject);
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emissionColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorI);
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//emissionColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorI);
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return emissionColorChange;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected override void UpdateAnimation(float songTime)
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{
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colorR.UpdateFlexibleFloat(songTime);
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@@ -74,14 +73,14 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new EmissionColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM,
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matchedBM = new EmissionColorChange_BM(elementName, elementGuid, tags, animatedObject.matchedBM as GameElement_BM,
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colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorI.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class EmissionColorChange_BM : BaseElement_BM
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public class EmissionColorChange_BM : AnimationBase_BM
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{
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public FlexibleFloat_BM colorR, colorG, colorB, colorI;
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@@ -90,8 +89,9 @@ namespace Ichni.RhythmGame
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}
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public EmissionColorChange_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM parentElement,
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FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) : base(elementName, elementGuid, tags, parentElement)
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public EmissionColorChange_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
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FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) :
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base(elementName, elementGuid, tags, parentElement)
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{
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this.colorR = colorR;
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this.colorG = colorG;
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@@ -101,13 +101,13 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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EmissionColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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EmissionColorChange.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, parent,
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return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, false, parent,
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
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}
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}
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@@ -13,30 +13,29 @@ namespace Ichni.RhythmGame
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public TrackTimeSubmoduleStatic targetTrackTimeSubmoduleStatic;
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public static TrackTotalTimeChange GenerateElement(string elementName, Guid id,
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List<string> tags, Track targetTrack, FlexibleFloat totalTime)
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List<string> tags, bool isFirstGenerated, Track animatedTrack, FlexibleFloat totalTime)
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{
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TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
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.AddComponent<TrackTotalTimeChange>();
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trackTotalTimeChange.Initialize(elementName, id, tags);
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trackTotalTimeChange.Initialize(elementName, id, tags, isFirstGenerated);
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trackTotalTimeChange.targetObject = targetTrack;
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trackTotalTimeChange.animatedObject = animatedTrack;
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if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
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{
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trackTotalTimeChange.targetTrackTimeSubmoduleStatic = submoduleStatic;
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}
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else
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{
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throw new System.Exception("Target object does not have a TrackTimeSubmoduleStatic");
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}
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trackTotalTimeChange.targetTrackTimeSubmoduleStatic = animatedTrack.trackTimeSubmodule as TrackTimeSubmoduleStatic;
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trackTotalTimeChange.totalTime = totalTime;
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trackTotalTimeChange.animationReturnType = FlexibleReturnType.Before;
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trackTotalTimeChange.timeDurationSubmodule.SetDuration(totalTime);
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//trackTotalTimeChange.timeDurationSubmodule.SetDuration(totalTime);
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trackTotalTimeChange.SetParent(targetTrack);
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trackTotalTimeChange.SetParent(animatedTrack);
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return trackTotalTimeChange;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected override void UpdateAnimation(float songTime)
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{
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@@ -53,13 +52,13 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as Track_BM, totalTime.ConvertToBM());
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matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, animatedObject.matchedBM as Track_BM, totalTime.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class TrackTotalTimeChange_BM : BaseElement_BM
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public class TrackTotalTimeChange_BM : GameElement_BM
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{
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public FlexibleFloat_BM totalTime;
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@@ -69,22 +68,22 @@ namespace Ichni.RhythmGame
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}
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public TrackTotalTimeChange_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM totalTime) : base(elementName, elementGuid, tags,
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attachedElement)
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GameElement_BM attachedElement, FlexibleFloat_BM totalTime) :
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base(elementName, elementGuid, tags, attachedElement)
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{
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this.totalTime = totalTime;
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}
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public override void ExecuteBM()
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{
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TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags,
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TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track, totalTime.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, parent as Track,
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totalTime.ConvertToGameType());
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return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, false,
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parent as Track, totalTime.ConvertToGameType());
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}
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}
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}
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@@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.Mathematics;
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using Unity.VisualScripting;
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@@ -12,43 +13,31 @@ namespace Ichni.RhythmGame
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{
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public partial class Displacement : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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private TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat positionX, positionY, positionZ;
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public static Displacement GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
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{
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Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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displacement.Initialize(elementName, id, tags);
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displacement.Initialize(elementName, id, tags, isFirstGenerated);
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displacement.targetObject = targetObject;
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displacement.animatedObject = animatedObject;
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displacement.positionX = positionX;
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displacement.positionY = positionY;
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displacement.positionZ = positionZ;
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displacement.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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displacement.targetTransformSubmodule = targetObject.transformSubmodule;
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}
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else
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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displacement.SetParent(targetObject);
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displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
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displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
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return displacement;
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}
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displacement.SetParent(animatedObject);
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//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
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private void Start()
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{
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targetTransformSubmodule = targetObject.transformSubmodule;
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return displacement;
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}
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protected override void UpdateAnimation(float songTime)
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@@ -89,14 +78,14 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Displacement_BM : BaseElement_BM
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public class Displacement_BM : AnimationBase_BM
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{
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public FlexibleFloat_BM positionX, positionY, positionZ;
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@@ -106,7 +95,7 @@ namespace Ichni.RhythmGame
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}
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public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
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GameElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.positionX = positionX;
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@@ -116,13 +105,13 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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Displacement.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return Displacement.GenerateElement(elementName, elementGuid, tags, parent,
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return Displacement.GenerateElement(elementName, elementGuid, tags, false, parent,
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||||
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user