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:
@@ -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 Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -11,18 +12,20 @@ namespace Ichni.RhythmGame
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public partial class Flick : NoteBase
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{
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public List<Vector2> availableFlickDirections;
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public static Flick GenerateElement(string elementName, Guid id, List<string> tags,
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float exactJudgeTime, BaseElement attach, List<Vector2> directions)
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public static Flick GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime, List<Vector2> directions)
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{
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Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
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flick.Initialize(elementName, id, tags);
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Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
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.GetComponent<Flick>();
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flick.Initialize(elementName, id, tags, isFirstGenerated);
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flick.exactJudgeTime = exactJudgeTime;
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flick.availableFlickDirections = directions;
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flick.transformSubmodule = new TransformSubmodule(flick);
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flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
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flick.SetParent(attach);
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if (attach.TryGetComponent(out Track track))
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flick.SetParent(parentElement);
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if (parentElement.TryGetComponent(out Track track))
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{
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if (track.trackTimeSubmodule != null)
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{
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@@ -46,41 +49,44 @@ namespace Ichni.RhythmGame
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return flick;
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}
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}
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public partial class Flick
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime, availableFlickDirections);
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matchedBM = new Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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exactJudgeTime, availableFlickDirections);
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}
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}
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namespace Beatmap
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{
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public class Flick_BM : BaseElement_BM
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public class Flick_BM : NoteBase_BM
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{
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public float exactJudgeTime;
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public List<Vector2> availableFlickDirections;
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public Flick_BM()
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{
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}
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public Flick_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime, List<Vector2> directions)
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: base(elementName, elementGuid, tags, attachedElement)
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public Flick_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
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float exactJudgeTime,
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List<Vector2> directions) : base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
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{
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this.exactJudgeTime = exactJudgeTime;
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availableFlickDirections = directions;
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}
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public override void ExecuteBM()
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{
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matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid), availableFlickDirections);
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matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), exactJudgeTime, availableFlickDirections);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent, availableFlickDirections);
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return Flick.GenerateElement(elementName, elementGuid, tags, false, parent,
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exactJudgeTime, availableFlickDirections);
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}
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}
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}
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@@ -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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@@ -8,14 +9,14 @@ namespace Ichni.RhythmGame
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{
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public List<NoteJudgeUnit> judgeUnitList;
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public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
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public NoteJudgeSubmodule(NoteBase attachedGameElement) : base(attachedGameElement)
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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.NoteJudgeSubmodule_BM(attachedElement);
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matchedBM = new NoteJudgeSubmodule_BM(attachedGameElement);
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}
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}
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@@ -30,18 +31,18 @@ namespace Ichni.RhythmGame
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}
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public NoteJudgeSubmodule_BM(BaseElement attachedElement) : base(attachedElement)
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public NoteJudgeSubmodule_BM(GameElement attachedElement) : base(attachedElement)
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{
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judgeUnitList = new List<NoteJudgeUnit>();
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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 = GameElement_BM.GetElement(attachedElementGuid);
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//(attachedElement as NoteElement).noteJudgeSubmodule = new NoteJudgeSubmodule(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 NoteElement).noteJudgeSubmodule = new NoteJudgeSubmodule(attached);
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}
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@@ -7,7 +7,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public abstract partial class NoteBase : BaseElement
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public abstract partial class NoteBase : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveEffectSubmodule
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{
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[Title("Basic Info")]
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public float exactJudgeTime;
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@@ -20,39 +20,16 @@ namespace Ichni.RhythmGame
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[Title("NoteVisual")]
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public NoteVisualBase noteVisual;
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[Title("NoteEffect")]
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[Tooltip("生成Note时的特效")]
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public EffectSubmodule generateEffects;
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[Tooltip("Note被判定时的特效,不包括Miss")]
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public EffectSubmodule generalJudgeEffects;
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[Tooltip("Note被Perfect判定时的特效")]
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public EffectSubmodule perfectJudgeEffects;
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[Tooltip("Note被Good判定时的特效")]
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public EffectSubmodule goodJudgeEffects;
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[Tooltip("Note被Bad判定时的特效")]
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public EffectSubmodule badJudgeEffects;
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[Tooltip("Note未被判定时的特效,即Miss")]
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public EffectSubmodule missJudgeEffects;
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[Title("Judge Info")]
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public NoteJudgeSubmodule noteJudgeSubmodule;
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[Title("Submodules")]
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public TransformSubmodule transformSubmodule { get; set; }
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public EffectSubmodule effectSubmodule { get; set; }
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public NoteJudgeSubmodule noteJudgeSubmodule { get; set; }
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[Title("In-Game Info")]
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public Vector2 noteScreenPosition;
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public bool isJudged;
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public override void Initialize(string name, Guid id, List<string> tags)
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{
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base.Initialize(name, id, tags);
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generateEffects = new EffectSubmodule(this);
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generalJudgeEffects = new EffectSubmodule(this);
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perfectJudgeEffects = new EffectSubmodule(this);
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goodJudgeEffects = new EffectSubmodule(this);
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badJudgeEffects = new EffectSubmodule(this);
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missJudgeEffects = new EffectSubmodule(this);
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noteJudgeSubmodule = new NoteJudgeSubmodule(this);
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}
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/// <summary>
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/// 在MovableTrack上更新Note的位置,注意HoldNote需要重写这个方法
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/// </summary>
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@@ -78,24 +55,19 @@ namespace Ichni.RhythmGame
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trackPositioner.SetPercent(1 - percent);
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}
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public override void AfterInitialize()
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protected override void SetDefaultSubmodules()
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{
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base.AfterInitialize();
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submoduleList.Add(generateEffects);
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submoduleList.Add(generalJudgeEffects);
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submoduleList.Add(perfectJudgeEffects);
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submoduleList.Add(goodJudgeEffects);
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submoduleList.Add(badJudgeEffects);
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submoduleList.Add(missJudgeEffects);
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transformSubmodule = new TransformSubmodule(this);
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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effectSubmodule = new EffectSubmodule(this, EffectSubmodule.EffectSubmodulePreset.Note);
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noteJudgeSubmodule = new NoteJudgeSubmodule(this);
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generateEffects.effectList.ForEach(e => e.Recover());
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generalJudgeEffects.effectList.ForEach(e => e.Recover());
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perfectJudgeEffects.effectList.ForEach(e => e.Recover());
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goodJudgeEffects.effectList.ForEach(e => e.Recover());
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badJudgeEffects.effectList.ForEach(e => e.Recover());
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missJudgeEffects.effectList.ForEach(e => e.Recover());
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submoduleList.Add(transformSubmodule);
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submoduleList.Add(timeDurationSubmodule);
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submoduleList.Add(effectSubmodule);
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submoduleList.Add(noteJudgeSubmodule);
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}
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private void Update()
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{
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if (isOnTrack)
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@@ -122,21 +94,22 @@ namespace Ichni.RhythmGame
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}
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}
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generateEffects.effectList.ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect());
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switch (EditorManager.instance.currentJudgeType)
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{
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case NoteJudgeType.Perfect:
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perfectJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Good:
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goodJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Bad:
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badJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Miss:
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missJudgeEffects.effectList.ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect());
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break;
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}
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}
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@@ -172,4 +145,33 @@ namespace Ichni.RhythmGame
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Miss
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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 NoteBase_BM : GameElement_BM
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{
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public float exactJudgeTime;
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public NoteBase_BM()
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{
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}
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public NoteBase_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.exactJudgeTime = exactJudgeTime;
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}
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public override void ExecuteBM()
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{
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throw new NotImplementedException();
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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throw new NotImplementedException();
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}
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}
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}
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}
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@@ -1,12 +1,32 @@
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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 UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class NoteEffectBase : EffectBase
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public abstract class NoteEffectBase : EffectBase
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{
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public NoteBase note;
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public NoteVisualBase noteVisual;
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}
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namespace Beatmap
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{
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public abstract class NoteEffectBase_BM : EffectBase_BM
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{
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public Guid attachedNoteID;
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public NoteEffectBase_BM()
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{
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}
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public NoteEffectBase_BM(float effectTime, Guid attachedNoteID) : base(effectTime)
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{
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this.attachedNoteID = attachedNoteID;
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}
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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 Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -10,17 +11,17 @@ namespace Ichni.RhythmGame
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{
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public partial class Stay : NoteBase
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{
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public static Stay GenerateElement(string elementName, Guid id, List<string> tags,
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float exactJudgeTime, BaseElement attach)
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public static Stay GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime)
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{
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Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
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stay.Initialize(elementName, id, tags);
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Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform).GetComponent<Stay>();
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stay.Initialize(elementName, id, tags, isFirstGenerated);
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stay.exactJudgeTime = exactJudgeTime;
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stay.transformSubmodule = new TransformSubmodule(stay);
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stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
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stay.SetParent(attach);
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stay.SetParent(parentElement);
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if (attach.TryGetComponent(out Track track))
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if (parentElement.TryGetComponent(out Track track))
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{
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if (track.trackTimeSubmodule != null)
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{
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@@ -49,35 +50,33 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime);
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matchedBM = new Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
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}
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}
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namespace Beatmap
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{
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public class Stay_BM : BaseElement_BM
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public class Stay_BM : NoteBase_BM
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{
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public float exactJudgeTime;
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public Stay_BM()
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{
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}
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public Stay_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime)
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: base(elementName, elementGuid, tags, attachedElement)
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public Stay_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
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: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
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{
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this.exactJudgeTime = exactJudgeTime;
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}
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public override void ExecuteBM()
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{
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matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid));
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matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid), exactJudgeTime);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return Stay.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent);
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return Stay.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
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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 Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -10,17 +11,18 @@ namespace Ichni.RhythmGame
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{
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public partial class Tap : NoteBase
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{
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public static Tap GenerateElement(string elementName, Guid id, List<string> tags,
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float exactJudgeTime, BaseElement attach)
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public static Tap GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime)
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{
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Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
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tap.Initialize(elementName, id, tags);
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Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
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.GetComponent<Tap>();
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tap.Initialize(elementName, id, tags, isFirstGenerated);
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tap.exactJudgeTime = exactJudgeTime;
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tap.transformSubmodule = new TransformSubmodule(tap);
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tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
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tap.SetParent(attach);
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if (attach.TryGetComponent(out Track track))
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tap.SetParent(parentElement);
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if (parentElement.TryGetComponent(out Track track))
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{
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if (track.trackTimeSubmodule != null)
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{
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@@ -44,40 +46,40 @@ namespace Ichni.RhythmGame
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return tap;
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}
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}
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public partial class Tap
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime);
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matchedBM = new Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
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}
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}
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namespace Beatmap
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{
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public class Tap_BM : BaseElement_BM
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public class Tap_BM : NoteBase_BM
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{
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public float exactJudgeTime;
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public Tap_BM()
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{
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}
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public Tap_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement, float exactJudgeTime)
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: base(elementName, elementGuid, tags, attachedElement)
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public Tap_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement, float exactJudgeTime)
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: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
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{
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this.exactJudgeTime = exactJudgeTime;
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}
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public override void ExecuteBM()
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{
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matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid));
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matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), exactJudgeTime);
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}
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user