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

@@ -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());
}
}