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

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

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

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

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

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

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

View File

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