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:
@@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame
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@@ -22,7 +23,7 @@ namespace Ichni.RhythmGame
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public bool baseColorDirtyMark;
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public bool emissionColorDirtyMark;
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public ColorSubmodule(BaseElement attachedElement) : base(attachedElement)
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public ColorSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
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{
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this.originalBaseColor = Color.white;
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this.emissionEnabled = false;
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@@ -37,7 +38,7 @@ namespace Ichni.RhythmGame
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this.emissionColorDirtyMark = false;
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}
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public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor) : base(attachedElement)
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public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor) : base(attachedGameElement)
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{
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this.originalBaseColor = originalBaseColor;
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this.emissionEnabled = false;
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@@ -52,8 +53,8 @@ namespace Ichni.RhythmGame
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this.emissionColorDirtyMark = false;
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}
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public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
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Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
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public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor, bool emissionEnabled,
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Color originalEmissionColor, float originalEmissionIntensity) : base(attachedGameElement)
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{
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this.originalBaseColor = originalBaseColor;
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this.emissionEnabled = emissionEnabled;
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@@ -70,10 +71,14 @@ namespace Ichni.RhythmGame
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public override void SaveBM()
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{
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matchedBM = new Beatmap.ColorSubmodule_BM(attachedElement, originalBaseColor, emissionEnabled,
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originalEmissionColor, originalEmissionIntensity);
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matchedBM = new ColorSubmodule_BM(attachedGameElement);
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}
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}
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public interface IHaveColorSubmodule
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{
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public ColorSubmodule colorSubmodule { get; set; }
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}
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namespace Beatmap
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{
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@@ -89,25 +94,25 @@ namespace Ichni.RhythmGame
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}
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public ColorSubmodule_BM(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
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Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
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public ColorSubmodule_BM(GameElement attachedElement) : base(attachedElement)
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{
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this.originalBaseColor = originalBaseColor;
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this.emissionEnabled = emissionEnabled;
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this.originalEmissionColor = originalEmissionColor;
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this.originalEmissionIntensity = originalEmissionIntensity;
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ColorSubmodule colorSubmodule = (attachedElement as IHaveColorSubmodule).colorSubmodule;
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this.originalBaseColor = colorSubmodule.originalBaseColor;
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this.emissionEnabled = colorSubmodule.emissionEnabled;
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this.originalEmissionColor = colorSubmodule.originalEmissionColor;
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this.originalEmissionIntensity = colorSubmodule.originalEmissionIntensity;
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}
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public override void ExecuteBM()
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{
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attachedElement = GetElement(attachedElementGuid);
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attachedElement.colorSubmodule = new ColorSubmodule(attachedElement, originalBaseColor, emissionEnabled,
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attachedElement = GameElement_BM.GetElement(attachedElementGuid);
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(attachedElement as IHaveColorSubmodule).colorSubmodule = new ColorSubmodule(attachedElement, originalBaseColor, emissionEnabled,
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originalEmissionColor, originalEmissionIntensity);
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}
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public override void DuplicateBM(BaseElement attached)
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public override void DuplicateBM(GameElement attached)
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{
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attached.colorSubmodule = new ColorSubmodule(attached, originalBaseColor, emissionEnabled,
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(attachedElement as IHaveColorSubmodule).colorSubmodule = new ColorSubmodule(attached, originalBaseColor, emissionEnabled,
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originalEmissionColor, originalEmissionIntensity);
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}
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}
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@@ -1,25 +1,65 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class EffectSubmodule : SubmoduleBase
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public partial class EffectSubmodule : SubmoduleBase
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{
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public List<EffectBase> effectList;
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public Dictionary<string, List<EffectBase>> effectCollection;
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public EffectSubmodule(BaseElement attachedElement) : base(attachedElement)
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public EffectSubmodule(GameElement attachedGameElement, EffectSubmodulePreset preset = EffectSubmodulePreset.Default)
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: base(attachedGameElement)
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{
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effectList = new List<EffectBase>();
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effectCollection = new Dictionary<string, List<EffectBase>>();
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if (preset == EffectSubmodulePreset.Default)
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{
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effectCollection.Add("Default", new List<EffectBase>());
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}
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else if (preset == EffectSubmodulePreset.Note)
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{
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effectCollection.Add("Generate", new List<EffectBase>());
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effectCollection.Add("GeneralJudge", new List<EffectBase>());
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effectCollection.Add("Perfect", new List<EffectBase>());
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effectCollection.Add("Good", new List<EffectBase>());
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effectCollection.Add("Bad", new List<EffectBase>());
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effectCollection.Add("Miss", new List<EffectBase>());
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}
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}
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public EffectSubmodule(GameElement attachedGameElement, Dictionary<string, List<EffectBase_BM>> effectList_BM) : base(attachedGameElement)
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{
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effectCollection = new Dictionary<string, List<EffectBase>>();
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foreach (var effect in effectList_BM)
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{
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List<EffectBase> effectList = new List<EffectBase>();
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foreach (var effectBM in effect.Value)
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{
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effectList.Add(effectBM.ConvertToGameType());
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}
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effectCollection.Add(effect.Key, effectList);
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}
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}
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public override void SaveBM()
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{
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matchedBM = new Beatmap.EffectSubmodule_BM(attachedElement);
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matchedBM = new EffectSubmodule_BM(attachedGameElement);
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}
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}
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public partial class EffectSubmodule
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{
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public enum EffectSubmodulePreset
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{
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Default,
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Note,
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}
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}
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public interface IHaveEffect
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public interface IHaveEffectSubmodule
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{
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public EffectSubmodule effectSubmodule { get; set; }
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}
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@@ -28,27 +68,38 @@ namespace Ichni.RhythmGame
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{
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public class EffectSubmodule_BM : Submodule_BM
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{
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public List<EffectBase> effectList;
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public Dictionary<string, List<EffectBase_BM>> effectCollection;
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public EffectSubmodule_BM()
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{
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}
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public EffectSubmodule_BM(BaseElement attachedElement) : base(attachedElement)
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public EffectSubmodule_BM(GameElement attachedElement) : base(attachedElement)
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{
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effectList = new List<EffectBase>();
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effectCollection = new Dictionary<string, List<EffectBase_BM>>();
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IHaveEffectSubmodule element = attachedElement as IHaveEffectSubmodule;
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foreach (var effect in element.effectSubmodule.effectCollection)
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{
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List<EffectBase_BM> effectList = new List<EffectBase_BM>();
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foreach (var effectBase in effect.Value)
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{
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effectList.Add(effectBase.ConvertToBM());
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}
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effectCollection.Add(effect.Key, effectList);
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}
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}
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public override void ExecuteBM()
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{
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attachedElement = GetElement(attachedElementGuid);
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(attachedElement as IHaveEffect).effectSubmodule = new EffectSubmodule(attachedElement);
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attachedElement = GameElement_BM.GetElement(attachedElementGuid);
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(attachedElement as IHaveEffectSubmodule).effectSubmodule = new EffectSubmodule(attachedElement);
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}
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public override void DuplicateBM(BaseElement attached)
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public override void DuplicateBM(GameElement attached)
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{
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(attached as IHaveEffect).effectSubmodule = new EffectSubmodule(attached);
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(attached as IHaveEffectSubmodule).effectSubmodule = new EffectSubmodule(attached);
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}
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}
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}
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@@ -140,5 +191,31 @@ namespace Ichni.RhythmGame
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{
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}
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/// <summary>
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/// 转换为存档类
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/// </summary>
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/// <returns></returns>
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public abstract EffectBase_BM ConvertToBM();
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}
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namespace Beatmap
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{
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public abstract class EffectBase_BM
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{
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public float effectTime;
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public EffectBase_BM()
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{
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}
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public EffectBase_BM(float effectTime)
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{
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this.effectTime = effectTime;
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}
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public abstract EffectBase ConvertToGameType();
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}
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}
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}
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@@ -6,15 +6,15 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public abstract class SubmoduleBase
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public abstract class SubmoduleBase : IBaseElement
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{
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public BaseElement attachedElement;
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public GameElement attachedGameElement;
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public Submodule_BM matchedBM;
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public BaseElement_BM matchedBM { get; set; }
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public SubmoduleBase(BaseElement attachedElement)
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public SubmoduleBase(GameElement attachedGameElement)
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{
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this.attachedElement = attachedElement;
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this.attachedGameElement = attachedGameElement;
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}
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public virtual void InitialRefresh()
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@@ -23,13 +23,23 @@ namespace Ichni.RhythmGame
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}
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public abstract void SaveBM();
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public virtual void OnDelete()
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{
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}
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public virtual void Delete()
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{
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attachedGameElement.submoduleList.Remove(this);
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}
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}
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namespace Beatmap
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{
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public abstract class Submodule_BM
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public abstract class Submodule_BM : BaseElement_BM
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{
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[System.NonSerialized] public BaseElement attachedElement; //存档类对应的游戏物体
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[System.NonSerialized] public GameElement attachedElement; //存档类对应的游戏物体
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public Guid attachedElementGuid;
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public Submodule_BM()
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@@ -37,30 +47,22 @@ namespace Ichni.RhythmGame
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}
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public Submodule_BM(BaseElement attachedElement)
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public Submodule_BM(GameElement attachedElement)
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{
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this.attachedElement = attachedElement;
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attachedElementGuid = attachedElement.elementGuid;
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}
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public static BaseElement_BM GetElementBM(Guid id)
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{
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if (BaseElement_BM.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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/// 从存档类中生成游戏物体
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/// </summary>
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public abstract void ExecuteBM();
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public abstract void DuplicateBM(BaseElement attached);
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/// <summary>
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/// 复制物体
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/// </summary>
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/// <param name="attached">(对于物体)父物体,(对于次级模块)或挂载物体</param>
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public abstract void DuplicateBM(GameElement attached);
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}
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}
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}
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Ichni.RhythmGame.Beatmap;
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using Unity.Mathematics;
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using UnityEngine;
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@@ -11,14 +12,14 @@ namespace Ichni.RhythmGame
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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
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public float startTime, endTime; //起止时间
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public TimeDurationSubmodule(BaseElement attachedElement) : base(attachedElement)
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public TimeDurationSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
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{
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isOverridingDuration = false;
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startTime = -999;//TODO: 换为-delay
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endTime = 999;//TODO: 换为songLength
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startTime = -32767;//TODO: 换为-delay
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endTime = 32767;//TODO: 换为songLength
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}
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public TimeDurationSubmodule(BaseElement attachedElement, bool isOverridingDuration, float startTime, float endTime) : base(attachedElement)
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public TimeDurationSubmodule(GameElement attachedGameElement, bool isOverridingDuration, float startTime, float endTime) : base(attachedGameElement)
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{
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this.isOverridingDuration = isOverridingDuration;
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this.startTime = startTime;
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@@ -34,6 +35,7 @@ namespace Ichni.RhythmGame
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{
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this.startTime = startTime;
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this.endTime = endTime;
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this.isOverridingDuration = true;
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}
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public void SetDuration(params FlexibleFloat[] flexibleFloats)
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@@ -76,10 +78,15 @@ namespace Ichni.RhythmGame
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public override void SaveBM()
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{
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matchedBM = new Beatmap.TimeDurationSubmodule_BM(attachedElement, this);
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matchedBM = new TimeDurationSubmodule_BM(attachedGameElement);
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}
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}
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public interface IHaveTimeDurationSubmodule
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{
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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}
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namespace Beatmap
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{
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public class TimeDurationSubmodule_BM : Submodule_BM
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@@ -92,8 +99,9 @@ namespace Ichni.RhythmGame
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}
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public TimeDurationSubmodule_BM(BaseElement attachedElement, TimeDurationSubmodule timeDurationSubmodule) : base(attachedElement)
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public TimeDurationSubmodule_BM(GameElement attachedElement) : base(attachedElement)
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{
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TimeDurationSubmodule timeDurationSubmodule = (attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule;
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isOverridingDuration = timeDurationSubmodule.isOverridingDuration;
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startTime = timeDurationSubmodule.startTime;
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endTime = timeDurationSubmodule.endTime;
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@@ -101,13 +109,15 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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attachedElement = GetElement(attachedElementGuid);
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attachedElement.timeDurationSubmodule = new TimeDurationSubmodule(attachedElement, isOverridingDuration, startTime, endTime);
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attachedElement = GameElement_BM.GetElement(attachedElementGuid);
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(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
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new TimeDurationSubmodule(attachedElement, isOverridingDuration, startTime, endTime);
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}
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public override void DuplicateBM(BaseElement attached)
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public override void DuplicateBM(GameElement attached)
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{
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attached.timeDurationSubmodule = new TimeDurationSubmodule(attached, isOverridingDuration, startTime, endTime);
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(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
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new TimeDurationSubmodule(attached, isOverridingDuration, startTime, endTime);
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}
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}
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}
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@@ -2,6 +2,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Ichni.RhythmGame.Beatmap;
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using UniRx;
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using Unity.Mathematics;
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using UnityEngine;
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@@ -28,9 +29,9 @@ namespace Ichni.RhythmGame
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public bool scaleDirtyMark;
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public bool eulerAnglesOffsetLock;
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public TransformSubmodule(BaseElement attachedElement) : base(attachedElement)
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public TransformSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
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{
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this.originalPosition = Vector3.zero;
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this.originalEulerAngles = Vector3.zero;
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@@ -49,12 +50,12 @@ namespace Ichni.RhythmGame
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scaleDirtyMark = false;
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eulerAnglesOffsetLock = false;
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attachedElement.SetTransformObserver();
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// (attachedGameElement as IHaveTransformSubmodule).SetTransformObserver();
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}
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public TransformSubmodule(BaseElement attachedElement,
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Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedElement)
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public TransformSubmodule(GameElement attachedGameElement,
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Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedGameElement)
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{
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this.originalPosition = originalPosition;
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this.originalEulerAngles = originalEulerAngles;
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@@ -73,13 +74,74 @@ namespace Ichni.RhythmGame
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scaleDirtyMark = false;
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eulerAnglesOffsetLock = false;
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attachedElement.SetTransformObserver();
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// (attachedGameElement as IHaveTransformSubmodule).SetTransformObserver();
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}
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public override void SaveBM()
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{
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matchedBM = new Beatmap.TransformSubmodule_BM(attachedElement, originalPosition, originalEulerAngles, originalScale);
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matchedBM = new TransformSubmodule_BM(attachedGameElement);
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}
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}
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public interface IHaveTransformSubmodule
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{
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TransformSubmodule transformSubmodule { get; set; }
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public void SetTransformObserver()
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{
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GameElement attachedGameElement = transformSubmodule.attachedGameElement;
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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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attachedGameElement.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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user