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());
}
}