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

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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();
}
}
}

View File

@@ -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);
}
}
}