架构重新设计
基本重做了所有物体和次级模块代码
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192
Assets/Scripts/GameElements/GameElement.cs
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192
Assets/Scripts/GameElements/GameElement.cs
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using System;
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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 Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement
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{
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//物体名
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public string elementName;
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//标识 GUID
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public Guid elementGuid;
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//标签
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public List<string> tags;
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//父游戏物体
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public GameElement parentElement;
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//子物体列表
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public List<GameElement> childElementList = new List<GameElement>();
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//次级模块
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public List<SubmoduleBase> submoduleList = new List<SubmoduleBase>();
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//存档类
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public BaseElement_BM matchedBM { get; set; }
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/// <summary>
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/// 首次初始化
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/// </summary>
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/// <param name="name">物体名</param>
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public virtual void Initialize(string name, Guid elementGuid, List<string> tags, bool isFirstGenerated)
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{
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this.elementName = name;
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this.elementGuid = elementGuid;
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this.tags = tags;
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EditorManager.instance.elementList.Add(this);
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submoduleList = new List<SubmoduleBase>();
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if (isFirstGenerated)
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{
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SetDefaultSubmodules();
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}
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//GameManager.beatMapContainer.beatMapElementList.Add(this);
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//serialNumber = totalSerialNumber++;
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//SetTransformObserver();
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}
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/// <summary>
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/// 设置次级模块
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/// </summary>
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protected abstract void SetDefaultSubmodules();
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/// <summary>
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/// 在所有物体生成完毕后,执行的初始化方法
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/// </summary>
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public virtual void AfterInitialize()
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{
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}
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/// <summary>
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/// 刷新物体的状态
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/// </summary>
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public virtual void Refresh()
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{
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}
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/// <summary>
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/// 设置父物体
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/// </summary>
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/// <param name="parentElement">父物体</param>
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public void SetParent(GameElement parentElement)
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{
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if (parentElement != null)
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{
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parentElement.childElementList.Add(this);
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this.parentElement = parentElement;
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transform.SetParent(parentElement.transform);
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}
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}
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}
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public abstract partial class GameElement //存档,删除,复制,粘贴
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{
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/// <summary>
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/// 用于生成存档
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/// </summary>
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public virtual void SaveBM()
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// 当物体被删除时执行的方法
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/// </summary>
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public virtual void OnDelete()
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// 删除物体,包括所有子物体
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/// </summary>
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public virtual void Delete()
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{
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if (this.childElementList != null)
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{
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for (int i = 0; i < childElementList.Count; i++)
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{
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childElementList[i].Delete(); //删除子GameElement、
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}
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}
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OnDelete();
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#if UNITY_EDITOR
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Debug.Log("Delete " + elementName + "(" + elementGuid + ")");
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#endif
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EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
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this.parentElement.childElementList.Remove(this);
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Destroy(gameObject); //销毁
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}
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}
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namespace Beatmap
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{
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[System.Serializable]
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public abstract class GameElement_BM : BaseElement_BM
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{
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[System.NonSerialized]
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public static Dictionary<Guid, GameElement_BM> identifier = new(); //存档类的标识符
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[System.NonSerialized]
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public GameElement matchedElement; //存档类对应的游戏物体
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public string elementName;
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public List<string> tags;
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public Guid elementGuid;
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public Guid attachedElementGuid;
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public GameElement_BM()
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{
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}
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public GameElement_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
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{
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this.elementName = elementName;
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this.elementGuid = elementGuid;
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this.tags = tags;
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this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
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identifier.TryAdd(this.elementGuid, this);
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}
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public static GameElement_BM GetElementBM(Guid id)
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{
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if (identifier.TryGetValue(id, out GameElement_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 GameElement 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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/// <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 GameElement DuplicateBM(GameElement attached);
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}
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}
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}
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