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:
@@ -3,45 +3,58 @@ using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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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 partial class PathNode : BaseElement
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public partial class PathNode : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule,
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IHaveColorSubmodule
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{
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public ColorSubmodule colorSubmodule;
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public Track track;
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public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
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public SplinePoint node;
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public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, Track track)
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public TransformSubmodule transformSubmodule { get; set; }
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public ColorSubmodule colorSubmodule { get; set; }
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public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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Track track)
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{
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PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform)
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.GetComponent<PathNode>();
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pathNode.Initialize(elementName, id, tags);
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pathNode.Initialize(elementName, id, tags, isFirstGenerated);
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pathNode.track = track;
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//pathNode.index = index;
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pathNode.transformSubmodule = new TransformSubmodule(pathNode);
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pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
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pathNode.colorSubmodule = new ColorSubmodule(pathNode);
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track.trackPathSubmodule.pathNodeList.Add(pathNode);
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pathNode.SetParent(track);
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return pathNode;
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}
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protected override void SetDefaultSubmodules()
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{
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transformSubmodule = new TransformSubmodule(this);
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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colorSubmodule = new ColorSubmodule(this);
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submoduleList.Add(transformSubmodule);
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submoduleList.Add(timeDurationSubmodule);
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submoduleList.Add(colorSubmodule);
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}
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public override void AfterInitialize()
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{
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base.AfterInitialize();
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Refresh();
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if (track.trackPathSubmodule.pathNodeList.Count > 3)
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{
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@@ -58,7 +71,7 @@ namespace Ichni.RhythmGame
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Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
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float size = transformSubmodule.currentScale.x;
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Color color = colorSubmodule.currentBaseColor;
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transform.position = position;
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transform.rotation = Quaternion.LookRotation(normal);
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transform.localScale = Vector3.one * size;
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@@ -72,34 +85,34 @@ 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.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM);
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matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
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}
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}
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namespace Beatmap
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{
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public class PathNode_BM : BaseElement_BM
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public class PathNode_BM : GameElement_BM
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{
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public PathNode_BM()
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{
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}
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public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
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public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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}
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public override void ExecuteBM()
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{
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matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags,
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matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track);
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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 PathNode.GenerateElement(elementName, elementGuid, tags, parent as Track);
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return PathNode.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
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}
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}
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}
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@@ -1,43 +1,40 @@
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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 Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class Track : BaseElement
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public partial class Track : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
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{
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public TrackPathSubmodule trackPathSubmodule;
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public TrackTimeSubmodule trackTimeSubmodule;
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public TrackRendererSubmodule trackRendererSubmodule;
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public static Track GenerateElement(string elementName, Guid id, List<string> tags,
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BaseElement parent, Vector3 position)
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public TransformSubmodule transformSubmodule { get; set; }
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public TrackPathSubmodule trackPathSubmodule { get; set; }
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public TrackTimeSubmodule trackTimeSubmodule { get; set; }
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public TrackRendererSubmodule trackRendererSubmodule { get; set; }
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public static Track GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated, GameElement parent)
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{
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Track track = Instantiate(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
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track.Initialize(elementName, id, tags);
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track.Initialize(elementName, id, tags, isFirstGenerated);
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track.SetParent(parent);
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track.transformSubmodule = new TransformSubmodule(track, position, Vector3.zero, Vector3.one);
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track.timeDurationSubmodule = new TimeDurationSubmodule(track);
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track.trackPathSubmodule = null;
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track.trackTimeSubmodule = null;
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track.trackRendererSubmodule = null;
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track.SetTransformObserver();
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return track;
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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(trackPathSubmodule);
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submoduleList.Add(trackTimeSubmodule);
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submoduleList.Add(trackRendererSubmodule);
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transformSubmodule = new TransformSubmodule(this);
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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trackPathSubmodule = null;
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trackTimeSubmodule = null;
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trackRendererSubmodule = null;
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submoduleList.Add(transformSubmodule);
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submoduleList.Add(timeDurationSubmodule);
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}
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private void Update()
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@@ -53,7 +50,7 @@ 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.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM);
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matchedBM = new Beatmap.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
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}
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}
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@@ -75,14 +72,14 @@ namespace Ichni.RhythmGame
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namespace Beatmap
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{
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public class Track_BM : BaseElement_BM
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public class Track_BM : GameElement_BM
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{
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public Track_BM()
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{
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}
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public Track_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
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public Track_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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@@ -90,12 +87,12 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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matchedElement = Track.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid), Vector3.zero);
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matchedElement = Track.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid));
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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 Track.GenerateElement(elementName, elementGuid, tags, parent, Vector3.zero);
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return Track.GenerateElement(elementName, elementGuid, tags, false, parent);
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}
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}
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}
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@@ -3,11 +3,12 @@ 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;
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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 partial class CrossTrackPoint : BaseElement
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public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
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{
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public ElementFolder trackListFolder;
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public Track nowAttachedTrack;
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@@ -16,24 +17,32 @@ namespace Ichni.RhythmGame
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public FlexibleInt trackSwitch;
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public FlexibleFloat trackPercent;
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated,
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ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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{
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CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
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point.Initialize(elementName, id, tags);
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CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform)
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.AddComponent<CrossTrackPoint>();
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point.Initialize(elementName, id, tags, isFirstGenerated);
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point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
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point.nowAttachedTrackIndex = -1;
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point.trackListFolder = elementFolder;
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point.trackSwitch = trackSwitch;
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point.trackPercent = trackPercent;
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point.transformSubmodule = new TransformSubmodule(point);
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point.timeDurationSubmodule = new TimeDurationSubmodule(point);
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point.SetParent(elementFolder);
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return point;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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private void Update()
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{
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if (trackPercent.animations.Count > 0)
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@@ -46,7 +55,8 @@ namespace Ichni.RhythmGame
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private void SetPoint()
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{
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if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 && trackSwitch.value < trackListFolder.trackList.Count)
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if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 &&
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trackSwitch.value < trackListFolder.trackList.Count)
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{
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nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
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nowAttachedTrackIndex = trackSwitch.value;
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@@ -56,28 +66,30 @@ namespace Ichni.RhythmGame
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trackPositioner.SetPercent(trackPercent.value);
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}
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}
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public partial class CrossTrackPoint
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
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matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
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parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
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}
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}
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namespace Beatmap
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{
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public class CrossTrackPoint_BM : BaseElement_BM
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public class CrossTrackPoint_BM : GameElement_BM
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{
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public FlexibleInt trackSwitch;
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public FlexibleFloat trackPercent;
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public CrossTrackPoint_BM()
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{
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}
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public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.trackSwitch = trackSwitch;
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@@ -86,14 +98,14 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
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trackSwitch, trackPercent);
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CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
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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 CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
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trackSwitch, trackPercent);
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return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
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parent as ElementFolder, trackSwitch, trackPercent);
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}
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}
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}
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@@ -2,23 +2,27 @@ 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 UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class TrackHeadPoint : BaseElement
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public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
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{
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public Track track;
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public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
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public SplinePositioner trackPositioner;
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public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, Track track)
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{
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TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
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.AddComponent<TrackHeadPoint>();
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head.Initialize(elementName, id, tags);
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head.Initialize(elementName, id, tags, isFirstGenerated);
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head.track = track;
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head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
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head.trackPositioner.spline = track.trackPathSubmodule.path;
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@@ -27,6 +31,12 @@ namespace Ichni.RhythmGame
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return head;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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public void Update()
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{
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if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
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@@ -40,13 +50,13 @@ 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.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
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matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
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}
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}
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namespace Beatmap
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{
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public class TrackHeadPoint_BM : BaseElement_BM
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public class TrackHeadPoint_BM : GameElement_BM
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{
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public TrackHeadPoint_BM()
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{
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@@ -54,20 +64,20 @@ namespace Ichni.RhythmGame
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}
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public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement)
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GameElement_BM attachedElement)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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}
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public override void ExecuteBM()
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{
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TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
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TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track);
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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 TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
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return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
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}
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}
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}
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@@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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 UniRx;
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using UnityEngine;
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@@ -12,31 +13,41 @@ namespace Ichni.RhythmGame
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/// <summary>
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/// 在轨道上根据百分比进行运动的点
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/// </summary>
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public partial class TrackPercentPoint : BaseElement
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public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
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{
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public Track track;
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public SplinePositioner trackPositioner;
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public FlexibleFloat trackPercent;
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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private bool isBeyond1 = false;
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public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated,
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Track track, FlexibleFloat trackPercent)
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{
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TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
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TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
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.AddComponent<TrackPercentPoint>();
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point.Initialize(elementName, id, tags);
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point.Initialize(elementName, id, tags, isFirstGenerated);
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point.track = track;
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point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
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point.trackPositioner.spline = track.trackPathSubmodule.path;
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point.trackPercent = trackPercent;
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point.SetParent(track);
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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
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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
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return point;
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}
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||||
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||||
protected override void SetDefaultSubmodules()
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||||
{
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||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
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||||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user