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

@@ -7,25 +7,32 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class ElementFolder : BaseElement
public partial class ElementFolder : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public List<Track> trackList;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static ElementFolder GenerateElement(string name, Guid id, List<string> tags, BaseElement parentElement)
public static ElementFolder GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated, GameElement parentElement)
{
ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
elementFolder.Initialize(name, id, tags);
elementFolder.Initialize(name, id, tags, isFirstGenerated);
elementFolder.SetParent(parentElement);
elementFolder.transformSubmodule = new TransformSubmodule(elementFolder);
elementFolder.timeDurationSubmodule = new TimeDurationSubmodule(elementFolder);
//elementFolder.GenerateTab(parentElement);
elementFolder.SetTransformObserver();
return elementFolder;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
}
}
public partial class ElementFolder
@@ -33,21 +40,21 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = parentElement != null ?
new ElementFolder_BM(elementName, elementGuid, tags, parentElement.matchedBM) :
new ElementFolder_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM) :
new ElementFolder_BM(elementName, elementGuid, tags, null);
}
}
namespace Beatmap
{
public class ElementFolder_BM : BaseElement_BM
public class ElementFolder_BM : GameElement_BM
{
public ElementFolder_BM()
{
}
public ElementFolder_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
public ElementFolder_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
@@ -55,12 +62,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
matchedElement = ElementFolder.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid));
matchedElement = ElementFolder.GenerateElement(elementName, elementGuid, tags,false, GetElement(attachedElementGuid));
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return ElementFolder.GenerateElement(elementName, elementGuid, tags, parent);
return ElementFolder.GenerateElement(elementName, elementGuid, tags, false, parent);
}
}
}

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@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
@@ -10,16 +11,14 @@ namespace Ichni.RhythmGame
{
public bool isStatic;
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
string themeBundleName, string objectName, BaseElement parent,
Vector3 position, Vector3 eulerAngles, Vector3 scale,
bool isStatic, bool isFirstGenerated = true)
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parent, string themeBundleName, string objectName, bool isStatic)
{
EnvironmentObject themeBundleObject =
ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
EnvironmentObject environmentObject =
Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.Initialize(elementName, id, tags);
environmentObject.Initialize(elementName, id, tags, isFirstGenerated);
environmentObject.isStatic = isStatic;
return environmentObject;
}
@@ -29,17 +28,15 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.EnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM,
themeBundleName, objectName, isStatic);
matchedBM = new EnvironmentObject_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, themeBundleName, objectName, isStatic);
}
}
namespace Beatmap
{
public class EnvironmentObject_BM : BaseElement_BM
public class EnvironmentObject_BM : SubstantialObject_BM
{
public string themeBundleName;
public string objectName;
public bool isStatic;
public EnvironmentObject_BM()
@@ -48,26 +45,22 @@ namespace Ichni.RhythmGame
}
public EnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, string themeBundleName, string objectName, bool isStatic)
: base(elementName, elementGuid, tags, attachedElement)
GameElement_BM attachedElement, string themeBundleName, string objectName, bool isStatic)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName)
{
this.themeBundleName = themeBundleName;
this.objectName = objectName;
this.isStatic = isStatic;
}
public override void ExecuteBM()
{
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags,
themeBundleName, objectName, GetElement(attachedElementGuid),
Vector3.zero, Vector3.zero, Vector3.one, isStatic, false);
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), themeBundleName, objectName, isStatic);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return EnvironmentObject.GenerateElement(elementName, elementGuid, tags,
themeBundleName, objectName, parent,
Vector3.zero, Vector3.zero, Vector3.one, isStatic, false);
return EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
parent, themeBundleName, objectName, isStatic);
}
}
}

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@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
@@ -9,7 +10,7 @@ using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
public partial class GameCamera : BaseElement
public partial class GameCamera : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public Camera camera;
public Transform rotationPoint;
@@ -20,28 +21,34 @@ namespace Ichni.RhythmGame
public float perspectiveAngle;
public float orthographicSize;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static GameCamera GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement parentElement,
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
List<string> tags, bool isFirstGenerated, GameElement parentElement,
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize)
{
GameCamera gameCamera =
Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
gameCamera.Initialize(elementName, id, tags);
gameCamera.Initialize(elementName, id, tags, isFirstGenerated);
gameCamera.parentElement = parentElement;
gameCamera.cameraViewType = cameraViewType;
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
gameCamera.perspectiveAngle = perspectiveAngle;
gameCamera.orthographicSize = orthographicSize;
gameCamera.transformSubmodule =
new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
gameCamera.cameraTransform = gameCamera.transform;
gameCamera.SetParent(parentElement);
return gameCamera;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
submoduleList.Add(transformSubmodule);
}
}
public partial class GameCamera
@@ -56,7 +63,7 @@ namespace Ichni.RhythmGame
public partial class GameCamera
{
public override void SetTransformObserver()
public void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
@@ -97,21 +104,18 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.GameCamera_BM(elementName, elementGuid, tags, parentElement.matchedBM,
cameraViewType, perspectiveAngle, orthographicSize, transformSubmodule.currentPosition,
transformSubmodule.currentEulerAngles);
matchedBM = new GameCamera_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, cameraViewType, perspectiveAngle, orthographicSize);
}
}
namespace Beatmap
{
public class GameCamera_BM : BaseElement_BM
public class GameCamera_BM : GameElement_BM
{
public GameCamera.CameraViewType cameraViewType;
public float perspectiveAngle;
public float orthographicSize;
public Vector3 initialPosition;
public Vector3 initialEulerAngles;
public GameCamera_BM()
{
@@ -119,28 +123,25 @@ namespace Ichni.RhythmGame
}
public GameCamera_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement,
GameCamera.CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
GameElement_BM attachedElement, GameCamera.CameraViewType cameraViewType,
float perspectiveAngle, float orthographicSize)
: base(elementName, elementGuid, tags, attachedElement)
{
this.cameraViewType = cameraViewType;
this.perspectiveAngle = perspectiveAngle;
this.orthographicSize = orthographicSize;
this.initialPosition = initialPosition;
this.initialEulerAngles = initialEulerAngles;
}
public override void ExecuteBM()
{
GameCamera.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
cameraViewType, perspectiveAngle, orthographicSize, initialPosition, initialEulerAngles);
GameCamera.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), cameraViewType, perspectiveAngle, orthographicSize);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return GameCamera.GenerateElement(elementName, elementGuid, tags, parent, cameraViewType,
perspectiveAngle, orthographicSize, initialPosition, initialEulerAngles);
return GameCamera.GenerateElement(elementName, elementGuid, tags, false,
parent, cameraViewType, perspectiveAngle, orthographicSize);
}
}
}

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@@ -0,0 +1,192 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement
{
//物体名
public string elementName;
//标识 GUID
public Guid elementGuid;
//标签
public List<string> tags;
//父游戏物体
public GameElement parentElement;
//子物体列表
public List<GameElement> childElementList = new List<GameElement>();
//次级模块
public List<SubmoduleBase> submoduleList = new List<SubmoduleBase>();
//存档类
public BaseElement_BM matchedBM { get; set; }
/// <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, bool isFirstGenerated)
{
this.elementName = name;
this.elementGuid = elementGuid;
this.tags = tags;
EditorManager.instance.elementList.Add(this);
submoduleList = new List<SubmoduleBase>();
if (isFirstGenerated)
{
SetDefaultSubmodules();
}
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
//SetTransformObserver();
}
/// <summary>
/// 设置次级模块
/// </summary>
protected abstract void SetDefaultSubmodules();
/// <summary>
/// 在所有物体生成完毕后,执行的初始化方法
/// </summary>
public virtual void AfterInitialize()
{
}
/// <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(GameElement parentElement)
{
if (parentElement != null)
{
parentElement.childElementList.Add(this);
this.parentElement = parentElement;
transform.SetParent(parentElement.transform);
}
}
}
public abstract partial class GameElement //存档,删除,复制,粘贴
{
/// <summary>
/// 用于生成存档
/// </summary>
public virtual void SaveBM()
{
throw new NotImplementedException();
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
throw new NotImplementedException();
}
/// <summary>
/// 删除物体,包括所有子物体
/// </summary>
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
}
}
namespace Beatmap
{
[System.Serializable]
public abstract class GameElement_BM : BaseElement_BM
{
[System.NonSerialized]
public static Dictionary<Guid, GameElement_BM> identifier = new(); //存档类的标识符
[System.NonSerialized]
public GameElement 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 GameElement_BM()
{
}
public GameElement_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
{
this.elementName = elementName;
this.elementGuid = elementGuid;
this.tags = tags;
this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
identifier.TryAdd(this.elementGuid, this);
}
public static GameElement_BM GetElementBM(Guid id)
{
if (identifier.TryGetValue(id, out GameElement_BM element_BM))
{
return element_BM;
}
Debug.LogAssertion("Element not found or do not have id");
return null;
}
public static GameElement GetElement(Guid id)
{
return GetElementBM(id)?.matchedElement;
}
/// <summary>
/// 从存档类中生成游戏物体
/// </summary>
public abstract void ExecuteBM();
/// <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 GameElement DuplicateBM(GameElement attached);
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9c0f3bb048a794215a0356fece54702f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
@@ -22,5 +23,10 @@ namespace Ichni.RhythmGame
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, bloomTime);
}
public override EffectBase_BM ConvertToBM()
{
throw new NotImplementedException();
}
}
}

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@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
@@ -11,18 +12,20 @@ namespace Ichni.RhythmGame
public partial class Flick : NoteBase
{
public List<Vector2> availableFlickDirections;
public static Flick GenerateElement(string elementName, Guid id, List<string> tags,
float exactJudgeTime, BaseElement attach, List<Vector2> directions)
public static Flick GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime, List<Vector2> directions)
{
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
flick.Initialize(elementName, id, tags);
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
.GetComponent<Flick>();
flick.Initialize(elementName, id, tags, isFirstGenerated);
flick.exactJudgeTime = exactJudgeTime;
flick.availableFlickDirections = directions;
flick.transformSubmodule = new TransformSubmodule(flick);
flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
flick.SetParent(attach);
if (attach.TryGetComponent(out Track track))
flick.SetParent(parentElement);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
@@ -46,41 +49,44 @@ namespace Ichni.RhythmGame
return flick;
}
}
public partial class Flick
{
public override void SaveBM()
{
matchedBM = new Beatmap.Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime, availableFlickDirections);
matchedBM = new Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
exactJudgeTime, availableFlickDirections);
}
}
namespace Beatmap
{
public class Flick_BM : BaseElement_BM
public class Flick_BM : NoteBase_BM
{
public float exactJudgeTime;
public List<Vector2> availableFlickDirections;
public Flick_BM()
{
}
public Flick_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime, List<Vector2> directions)
: base(elementName, elementGuid, tags, attachedElement)
public Flick_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float exactJudgeTime,
List<Vector2> directions) : base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
availableFlickDirections = directions;
}
public override void ExecuteBM()
{
matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid), availableFlickDirections);
matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), exactJudgeTime, availableFlickDirections);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent, availableFlickDirections);
return Flick.GenerateElement(elementName, elementGuid, tags, false, parent,
exactJudgeTime, availableFlickDirections);
}
}
}

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@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -8,14 +9,14 @@ namespace Ichni.RhythmGame
{
public List<NoteJudgeUnit> judgeUnitList;
public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
public NoteJudgeSubmodule(NoteBase attachedGameElement) : base(attachedGameElement)
{
}
public override void SaveBM()
{
matchedBM = new Beatmap.NoteJudgeSubmodule_BM(attachedElement);
matchedBM = new NoteJudgeSubmodule_BM(attachedGameElement);
}
}
@@ -30,18 +31,18 @@ namespace Ichni.RhythmGame
}
public NoteJudgeSubmodule_BM(BaseElement attachedElement) : base(attachedElement)
public NoteJudgeSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
judgeUnitList = new List<NoteJudgeUnit>();
}
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
//(attachedElement as NoteElement).noteJudgeSubmodule = new NoteJudgeSubmodule(attachedElement);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
//(attached as NoteElement).noteJudgeSubmodule = new NoteJudgeSubmodule(attached);
}

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@@ -7,7 +7,7 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract partial class NoteBase : BaseElement
public abstract partial class NoteBase : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveEffectSubmodule
{
[Title("Basic Info")]
public float exactJudgeTime;
@@ -20,39 +20,16 @@ namespace Ichni.RhythmGame
[Title("NoteVisual")]
public NoteVisualBase noteVisual;
[Title("NoteEffect")]
[Tooltip("生成Note时的特效")]
public EffectSubmodule generateEffects;
[Tooltip("Note被判定时的特效不包括Miss")]
public EffectSubmodule generalJudgeEffects;
[Tooltip("Note被Perfect判定时的特效")]
public EffectSubmodule perfectJudgeEffects;
[Tooltip("Note被Good判定时的特效")]
public EffectSubmodule goodJudgeEffects;
[Tooltip("Note被Bad判定时的特效")]
public EffectSubmodule badJudgeEffects;
[Tooltip("Note未被判定时的特效即Miss")]
public EffectSubmodule missJudgeEffects;
[Title("Judge Info")]
public NoteJudgeSubmodule noteJudgeSubmodule;
[Title("Submodules")]
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public EffectSubmodule effectSubmodule { get; set; }
public NoteJudgeSubmodule noteJudgeSubmodule { get; set; }
[Title("In-Game Info")]
public Vector2 noteScreenPosition;
public bool isJudged;
public override void Initialize(string name, Guid id, List<string> tags)
{
base.Initialize(name, id, tags);
generateEffects = new EffectSubmodule(this);
generalJudgeEffects = new EffectSubmodule(this);
perfectJudgeEffects = new EffectSubmodule(this);
goodJudgeEffects = new EffectSubmodule(this);
badJudgeEffects = new EffectSubmodule(this);
missJudgeEffects = new EffectSubmodule(this);
noteJudgeSubmodule = new NoteJudgeSubmodule(this);
}
/// <summary>
/// 在MovableTrack上更新Note的位置注意HoldNote需要重写这个方法
/// </summary>
@@ -78,24 +55,19 @@ namespace Ichni.RhythmGame
trackPositioner.SetPercent(1 - percent);
}
public override void AfterInitialize()
protected override void SetDefaultSubmodules()
{
base.AfterInitialize();
submoduleList.Add(generateEffects);
submoduleList.Add(generalJudgeEffects);
submoduleList.Add(perfectJudgeEffects);
submoduleList.Add(goodJudgeEffects);
submoduleList.Add(badJudgeEffects);
submoduleList.Add(missJudgeEffects);
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
effectSubmodule = new EffectSubmodule(this, EffectSubmodule.EffectSubmodulePreset.Note);
noteJudgeSubmodule = new NoteJudgeSubmodule(this);
generateEffects.effectList.ForEach(e => e.Recover());
generalJudgeEffects.effectList.ForEach(e => e.Recover());
perfectJudgeEffects.effectList.ForEach(e => e.Recover());
goodJudgeEffects.effectList.ForEach(e => e.Recover());
badJudgeEffects.effectList.ForEach(e => e.Recover());
missJudgeEffects.effectList.ForEach(e => e.Recover());
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(effectSubmodule);
submoduleList.Add(noteJudgeSubmodule);
}
private void Update()
{
if (isOnTrack)
@@ -122,21 +94,22 @@ namespace Ichni.RhythmGame
}
}
generateEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect());
switch (EditorManager.instance.currentJudgeType)
{
case NoteJudgeType.Perfect:
perfectJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect());
break;
case NoteJudgeType.Good:
goodJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect());
break;
case NoteJudgeType.Bad:
badJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect());
break;
case NoteJudgeType.Miss:
missJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect());
break;
}
}
@@ -172,4 +145,33 @@ namespace Ichni.RhythmGame
Miss
}
}
namespace Beatmap
{
public abstract class NoteBase_BM : GameElement_BM
{
public float exactJudgeTime;
public NoteBase_BM()
{
}
public NoteBase_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
throw new NotImplementedException();
}
public override GameElement DuplicateBM(GameElement parent)
{
throw new NotImplementedException();
}
}
}
}

View File

@@ -1,12 +1,32 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class NoteEffectBase : EffectBase
public abstract class NoteEffectBase : EffectBase
{
public NoteBase note;
public NoteVisualBase noteVisual;
}
namespace Beatmap
{
public abstract class NoteEffectBase_BM : EffectBase_BM
{
public Guid attachedNoteID;
public NoteEffectBase_BM()
{
}
public NoteEffectBase_BM(float effectTime, Guid attachedNoteID) : base(effectTime)
{
this.attachedNoteID = attachedNoteID;
}
}
}
}

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@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
@@ -10,17 +11,17 @@ namespace Ichni.RhythmGame
{
public partial class Stay : NoteBase
{
public static Stay GenerateElement(string elementName, Guid id, List<string> tags,
float exactJudgeTime, BaseElement attach)
public static Stay GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime)
{
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
stay.Initialize(elementName, id, tags);
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform).GetComponent<Stay>();
stay.Initialize(elementName, id, tags, isFirstGenerated);
stay.exactJudgeTime = exactJudgeTime;
stay.transformSubmodule = new TransformSubmodule(stay);
stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
stay.SetParent(attach);
stay.SetParent(parentElement);
if (attach.TryGetComponent(out Track track))
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
@@ -49,35 +50,33 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime);
matchedBM = new Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
}
}
namespace Beatmap
{
public class Stay_BM : BaseElement_BM
public class Stay_BM : NoteBase_BM
{
public float exactJudgeTime;
public Stay_BM()
{
}
public Stay_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
public Stay_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid));
matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid), exactJudgeTime);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Stay.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent);
return Stay.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
@@ -10,17 +11,18 @@ namespace Ichni.RhythmGame
{
public partial class Tap : NoteBase
{
public static Tap GenerateElement(string elementName, Guid id, List<string> tags,
float exactJudgeTime, BaseElement attach)
public static Tap GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime)
{
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
tap.Initialize(elementName, id, tags);
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
.GetComponent<Tap>();
tap.Initialize(elementName, id, tags, isFirstGenerated);
tap.exactJudgeTime = exactJudgeTime;
tap.transformSubmodule = new TransformSubmodule(tap);
tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
tap.SetParent(attach);
if (attach.TryGetComponent(out Track track))
tap.SetParent(parentElement);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
@@ -44,40 +46,40 @@ namespace Ichni.RhythmGame
return tap;
}
}
public partial class Tap
{
public override void SaveBM()
{
matchedBM = new Beatmap.Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime);
matchedBM = new Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
}
}
namespace Beatmap
{
public class Tap_BM : BaseElement_BM
public class Tap_BM : NoteBase_BM
{
public float exactJudgeTime;
public Tap_BM()
{
}
public Tap_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
public Tap_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid));
matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), exactJudgeTime);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Tap.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent);
return Tap.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
}
}
}

View File

@@ -6,24 +6,66 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class SubstantialObject : BaseElement
public abstract class SubstantialObject : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveColorSubmodule
{
public string themeBundleName, objectName;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
string themeBundleName, string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale,
BaseElement parent, bool isFirstGenerated = true)
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
string themeBundleName, string objectName, GameElement parent)
{
GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
SubstantialObject substantialObject = Instantiate(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
substantialObject.Initialize(elementName, id, tags);
substantialObject.transformSubmodule = new TransformSubmodule(substantialObject, position, eulerAngles, scale);
substantialObject.timeDurationSubmodule = new TimeDurationSubmodule(substantialObject);
substantialObject.colorSubmodule = new ColorSubmodule(substantialObject);
substantialObject.Initialize(elementName, id, tags, isFirstGenerated);
substantialObject.SetParent(parent);
return substantialObject;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(colorSubmodule);
}
}
namespace Beatmap
{
public class SubstantialObject_BM : GameElement_BM
{
public string themeBundleName;
public string objectName;
public SubstantialObject_BM()
{
}
public SubstantialObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName)
: base(elementName, elementGuid, tags, attachedElement)
{
this.themeBundleName = themeBundleName;
this.objectName = objectName;
}
public override void ExecuteBM()
{
throw new NotImplementedException();
}
public override GameElement DuplicateBM(GameElement attached)
{
throw new NotImplementedException();
}
}
}
}

View File

@@ -3,45 +3,58 @@ using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class PathNode : BaseElement
public partial class PathNode : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule,
IHaveColorSubmodule
{
public ColorSubmodule colorSubmodule;
public Track track;
public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
public SplinePoint node;
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, Track track)
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
Track track)
{
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform)
.GetComponent<PathNode>();
pathNode.Initialize(elementName, id, tags);
pathNode.Initialize(elementName, id, tags, isFirstGenerated);
pathNode.track = track;
//pathNode.index = index;
pathNode.transformSubmodule = new TransformSubmodule(pathNode);
pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
pathNode.colorSubmodule = new ColorSubmodule(pathNode);
track.trackPathSubmodule.pathNodeList.Add(pathNode);
pathNode.SetParent(track);
return pathNode;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(colorSubmodule);
}
public override void AfterInitialize()
{
base.AfterInitialize();
Refresh();
if (track.trackPathSubmodule.pathNodeList.Count > 3)
{
@@ -58,7 +71,7 @@ namespace Ichni.RhythmGame
Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
float size = transformSubmodule.currentScale.x;
Color color = colorSubmodule.currentBaseColor;
transform.position = position;
transform.rotation = Quaternion.LookRotation(normal);
transform.localScale = Vector3.one * size;
@@ -72,34 +85,34 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class PathNode_BM : BaseElement_BM
public class PathNode_BM : GameElement_BM
{
public PathNode_BM()
{
}
public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags,
matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return PathNode.GenerateElement(elementName, elementGuid, tags, parent as Track);
return PathNode.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}

View File

@@ -1,43 +1,40 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Track : BaseElement
public partial class Track : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public TrackPathSubmodule trackPathSubmodule;
public TrackTimeSubmodule trackTimeSubmodule;
public TrackRendererSubmodule trackRendererSubmodule;
public static Track GenerateElement(string elementName, Guid id, List<string> tags,
BaseElement parent, Vector3 position)
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public TrackPathSubmodule trackPathSubmodule { get; set; }
public TrackTimeSubmodule trackTimeSubmodule { get; set; }
public TrackRendererSubmodule trackRendererSubmodule { get; set; }
public static Track GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated, GameElement parent)
{
Track track = Instantiate(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
track.Initialize(elementName, id, tags);
track.Initialize(elementName, id, tags, isFirstGenerated);
track.SetParent(parent);
track.transformSubmodule = new TransformSubmodule(track, position, Vector3.zero, Vector3.one);
track.timeDurationSubmodule = new TimeDurationSubmodule(track);
track.trackPathSubmodule = null;
track.trackTimeSubmodule = null;
track.trackRendererSubmodule = null;
track.SetTransformObserver();
return track;
}
public override void AfterInitialize()
protected override void SetDefaultSubmodules()
{
base.AfterInitialize();
submoduleList.Add(trackPathSubmodule);
submoduleList.Add(trackTimeSubmodule);
submoduleList.Add(trackRendererSubmodule);
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
trackPathSubmodule = null;
trackTimeSubmodule = null;
trackRendererSubmodule = null;
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
@@ -53,7 +50,7 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new Beatmap.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
@@ -75,14 +72,14 @@ namespace Ichni.RhythmGame
namespace Beatmap
{
public class Track_BM : BaseElement_BM
public class Track_BM : GameElement_BM
{
public Track_BM()
{
}
public Track_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
public Track_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
@@ -90,12 +87,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
matchedElement = Track.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid), Vector3.zero);
matchedElement = Track.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid));
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Track.GenerateElement(elementName, elementGuid, tags, parent, Vector3.zero);
return Track.GenerateElement(elementName, elementGuid, tags, false, parent);
}
}
}

View File

@@ -3,11 +3,12 @@ using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CrossTrackPoint : BaseElement
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
{
public ElementFolder trackListFolder;
public Track nowAttachedTrack;
@@ -16,24 +17,32 @@ namespace Ichni.RhythmGame
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
{
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags);
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform)
.AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated);
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.nowAttachedTrackIndex = -1;
point.trackListFolder = elementFolder;
point.trackSwitch = trackSwitch;
point.trackPercent = trackPercent;
point.transformSubmodule = new TransformSubmodule(point);
point.timeDurationSubmodule = new TimeDurationSubmodule(point);
point.SetParent(elementFolder);
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
{
if (trackPercent.animations.Count > 0)
@@ -46,7 +55,8 @@ namespace Ichni.RhythmGame
private void SetPoint()
{
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 && trackSwitch.value < trackListFolder.trackList.Count)
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 &&
trackSwitch.value < trackListFolder.trackList.Count)
{
nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
nowAttachedTrackIndex = trackSwitch.value;
@@ -56,28 +66,30 @@ namespace Ichni.RhythmGame
trackPositioner.SetPercent(trackPercent.value);
}
}
public partial class CrossTrackPoint
{
public override void SaveBM()
{
matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
}
}
namespace Beatmap
{
public class CrossTrackPoint_BM : BaseElement_BM
public class CrossTrackPoint_BM : GameElement_BM
{
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public CrossTrackPoint_BM()
{
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackSwitch = trackSwitch;
@@ -86,14 +98,14 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
trackSwitch, trackPercent);
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
trackSwitch, trackPercent);
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
parent as ElementFolder, trackSwitch, trackPercent);
}
}
}

View File

@@ -2,23 +2,27 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : BaseElement
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track)
{
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags);
head.Initialize(elementName, id, tags, isFirstGenerated);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
@@ -27,6 +31,12 @@ namespace Ichni.RhythmGame
return head;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
@@ -40,13 +50,13 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : BaseElement_BM
public class TrackHeadPoint_BM : GameElement_BM
{
public TrackHeadPoint_BM()
{
@@ -54,20 +64,20 @@ namespace Ichni.RhythmGame
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement)
GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
@@ -12,31 +13,41 @@ namespace Ichni.RhythmGame
/// <summary>
/// 在轨道上根据百分比进行运动的点
/// </summary>
public partial class TrackPercentPoint : BaseElement
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public SplinePositioner trackPositioner;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
private bool isBeyond1 = false;
public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackPercentPoint>();
point.Initialize(elementName, id, tags);
point.Initialize(elementName, id, tags, isFirstGenerated);
point.track = track;
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.trackPositioner.spline = track.trackPathSubmodule.path;
point.trackPercent = trackPercent;
point.SetParent(track);
point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1);//判断是否有超过1的动画超过1将会循环
point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1); //判断是否有超过1的动画超过1将会循环
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (trackPercent.animations.Count > 0)
@@ -45,38 +56,41 @@ namespace Ichni.RhythmGame
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
{
float finalValue = trackPercent.value;
if (isBeyond1)
{
finalValue -= Mathf.Floor(finalValue);
}
trackPositioner.SetPercent(finalValue);
}
}
}
}
public partial class TrackPercentPoint
{
public override void SaveBM()
{
matchedBM = new Beatmap.TrackPercentPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackPercent.ConvertToBM());
matchedBM = new TrackPercentPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM,
trackPercent.ConvertToBM());
}
}
namespace Beatmap
{
public class TrackPercentPoint_BM : BaseElement_BM
public class TrackPercentPoint_BM : GameElement_BM
{
public FlexibleFloat_BM trackPercent;
public TrackPercentPoint_BM()
{
}
public TrackPercentPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM trackPercent)
GameElement_BM attachedElement, FlexibleFloat_BM trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackPercent = trackPercent;
@@ -84,12 +98,14 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, parent as Track, trackPercent.ConvertToGameType());
return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track,
trackPercent.ConvertToGameType());
}
}
}

View File

@@ -69,7 +69,7 @@ namespace Ichni.RhythmGame
{
override public void SaveBM()
{
matchedBM = new TrackPathSubmodule_BM(attachedElement, this);
matchedBM = new TrackPathSubmodule_BM(attachedGameElement, this);
}
}
@@ -87,7 +87,7 @@ namespace Ichni.RhythmGame
}
public TrackPathSubmodule_BM(BaseElement attachedElement, TrackPathSubmodule trackPathSubmodule) : base(
public TrackPathSubmodule_BM(GameElement attachedElement, TrackPathSubmodule trackPathSubmodule) : base(
attachedElement)
{
this.trackSpaceType = trackPathSubmodule.trackSpaceType;
@@ -97,13 +97,15 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
(attachedElement as Track).trackPathSubmodule = new TrackPathSubmodule(attachedElement as Track, trackSpaceType, trackSamplingType, isClosed);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
(attached as Track).trackPathSubmodule = new TrackPathSubmodule(attached as Track, trackSpaceType, trackSamplingType, isClosed);
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
}
}

View File

@@ -52,7 +52,7 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TrackRendererSubmoduleAutoOrient_BM(attachedElement, this);
matchedBM = new Beatmap.TrackRendererSubmoduleAutoOrient_BM(attachedGameElement, this);
}
}
@@ -67,7 +67,7 @@ namespace Ichni.RhythmGame
}
public TrackRendererSubmoduleAutoOrient_BM(BaseElement attachedElement,
public TrackRendererSubmoduleAutoOrient_BM(GameElement attachedElement,
TrackRendererSubmodule trackRendererSubmodule) : base(attachedElement)
{
renderMaterialName = trackRendererSubmodule.renderMaterial.name;
@@ -75,14 +75,15 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
(attachedElement as Track).trackRendererSubmodule =
new TrackRendererSubmodule(attachedElement as Track);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmodule(track);//TODO: Implement Material
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
(attached as Track).trackRendererSubmodule = new TrackRendererSubmodule(attached as Track);
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmodule(track);//TODO: Implement Material
}
}
}

View File

@@ -7,12 +7,10 @@ namespace Ichni.RhythmGame
public abstract class TrackSubmodule : SubmoduleBase
{
public Track track;
public bool isUpdating;
public TrackSubmodule(Track track) : base(track)
{
this.track = track;
isUpdating = false;
}
}
}

View File

@@ -67,7 +67,7 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TrackTimeSubmoduleMovable_BM(attachedElement, this);
matchedBM = new Beatmap.TrackTimeSubmoduleMovable_BM(attachedGameElement, this);
}
}
@@ -85,7 +85,7 @@ namespace Ichni.RhythmGame
}
public TrackTimeSubmoduleMovable_BM(BaseElement attachedElement, TrackTimeSubmoduleMovable trackTimeSubmoduleMovable) : base(attachedElement)
public TrackTimeSubmoduleMovable_BM(GameElement attachedElement, TrackTimeSubmoduleMovable trackTimeSubmoduleMovable) : base(attachedElement)
{
trackStartTime = trackTimeSubmoduleMovable.trackStartTime;
trackEndTime = trackTimeSubmoduleMovable.trackEndTime;
@@ -95,12 +95,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
@@ -131,7 +131,7 @@ namespace Ichni.RhythmGame
public override void SaveBM()
{
matchedBM = new Beatmap.TrackTimeSubmoduleStatic_BM(attachedElement, this);
matchedBM = new Beatmap.TrackTimeSubmoduleStatic_BM(attachedGameElement, this);
}
}
@@ -147,7 +147,7 @@ namespace Ichni.RhythmGame
}
public TrackTimeSubmoduleStatic_BM(BaseElement attachedElement, TrackTimeSubmoduleStatic trackTimeSubmoduleStatic) : base(attachedElement)
public TrackTimeSubmoduleStatic_BM(GameElement attachedElement, TrackTimeSubmoduleStatic trackTimeSubmoduleStatic) : base(attachedElement)
{
trackTotalTime = trackTimeSubmoduleStatic.trackTotalTime;
animationCurveType = trackTimeSubmoduleStatic.animationCurveType;
@@ -155,12 +155,12 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
attachedElement = GetElement(attachedElementGuid);
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);
}
public override void DuplicateBM(BaseElement attached)
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);

View File

@@ -1,74 +1,83 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Trail : BaseElement
public partial class Trail : GameElement, IHaveTransformSubmodule
{
public TrailRenderer trailRenderer;
public Material renderMaterial;
public float visibleTimeLength;
public static Trail GenerateElement(string name, Guid id, List<string> tags,
BaseElement parentElement, float visibleTimeLength, Material material = null)
public TransformSubmodule transformSubmodule { get; set; }
public static Trail GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float visibleTimeLength, Material material = null)
{
Trail trail = Instantiate(EditorManager.instance.basePrefabs.trail).GetComponent<Trail>();
trail.trailRenderer = trail.GetComponent<TrailRenderer>();
trail.Initialize(name, id, tags);
trail.Initialize(name, id, tags, isFirstGenerated);
trail.renderMaterial =
material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
trail.trailRenderer.material = trail.renderMaterial;
trail.visibleTimeLength = visibleTimeLength;
trail.SetParent(parentElement);
trail.transformSubmodule = new TransformSubmodule(trail);
return trail;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
submoduleList.Add(transformSubmodule);
}
}
public partial class Trail
{
public override void SaveBM()
{
matchedBM = new Beatmap.Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM, visibleTimeLength,
renderMaterial);
matchedBM = new Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
visibleTimeLength, renderMaterial);
}
}
namespace Beatmap
{
public class Trail_BM : BaseElement_BM
public class Trail_BM : GameElement_BM
{
public float visibleTimeLength;
public Material renderMaterial;
public string renderMaterialName;
public Trail_BM()
{
}
public Trail_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
float visibleTimeLength, Material renderMaterial)
: base(elementName, elementGuid, tags, attachedElement)
public Trail_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float visibleTimeLength, Material renderMaterial) : base(elementName, elementGuid, tags,
attachedElement)
{
this.visibleTimeLength = visibleTimeLength;
this.renderMaterial = renderMaterial;
this.renderMaterialName = renderMaterial.name;
}
public override void ExecuteBM()
{
matchedElement = Trail.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
visibleTimeLength, renderMaterial);
matchedElement = Trail.GenerateElement(elementName, elementGuid, tags,
false, GetElement(attachedElementGuid),
visibleTimeLength); //TODO: Implement Material
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return Trail.GenerateElement(elementName, elementGuid, tags, parent, visibleTimeLength, renderMaterial);
return Trail.GenerateElement(elementName, elementGuid, tags,
false, parent, visibleTimeLength); //TODO: Implement Material
}
}
}