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);
}
}
}