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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@@ -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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