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

@@ -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);
}
}
}