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

@@ -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());
}
}