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