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

@@ -3,11 +3,12 @@ using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CrossTrackPoint : BaseElement
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
{
public ElementFolder trackListFolder;
public Track nowAttachedTrack;
@@ -16,24 +17,32 @@ namespace Ichni.RhythmGame
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
{
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags);
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform)
.AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated);
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.nowAttachedTrackIndex = -1;
point.trackListFolder = elementFolder;
point.trackSwitch = trackSwitch;
point.trackPercent = trackPercent;
point.transformSubmodule = new TransformSubmodule(point);
point.timeDurationSubmodule = new TimeDurationSubmodule(point);
point.SetParent(elementFolder);
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
{
if (trackPercent.animations.Count > 0)
@@ -46,7 +55,8 @@ namespace Ichni.RhythmGame
private void SetPoint()
{
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 && trackSwitch.value < trackListFolder.trackList.Count)
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 &&
trackSwitch.value < trackListFolder.trackList.Count)
{
nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
nowAttachedTrackIndex = trackSwitch.value;
@@ -56,28 +66,30 @@ namespace Ichni.RhythmGame
trackPositioner.SetPercent(trackPercent.value);
}
}
public partial class CrossTrackPoint
{
public override void SaveBM()
{
matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
}
}
namespace Beatmap
{
public class CrossTrackPoint_BM : BaseElement_BM
public class CrossTrackPoint_BM : GameElement_BM
{
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public CrossTrackPoint_BM()
{
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackSwitch = trackSwitch;
@@ -86,14 +98,14 @@ namespace Ichni.RhythmGame
public override void ExecuteBM()
{
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
trackSwitch, trackPercent);
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
trackSwitch, trackPercent);
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
parent as ElementFolder, trackSwitch, trackPercent);
}
}
}

View File

@@ -2,23 +2,27 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : BaseElement
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track)
{
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags);
head.Initialize(elementName, id, tags, isFirstGenerated);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
@@ -27,6 +31,12 @@ namespace Ichni.RhythmGame
return head;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
@@ -40,13 +50,13 @@ namespace Ichni.RhythmGame
{
public override void SaveBM()
{
matchedBM = new Beatmap.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : BaseElement_BM
public class TrackHeadPoint_BM : GameElement_BM
{
public TrackHeadPoint_BM()
{
@@ -54,20 +64,20 @@ namespace Ichni.RhythmGame
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement)
GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override BaseElement DuplicateBM(BaseElement parent)
public override GameElement DuplicateBM(GameElement parent)
{
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
@@ -12,31 +13,41 @@ namespace Ichni.RhythmGame
/// <summary>
/// 在轨道上根据百分比进行运动的点
/// </summary>
public partial class TrackPercentPoint : BaseElement
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public SplinePositioner trackPositioner;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
private bool isBeyond1 = false;
public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackPercentPoint>();
point.Initialize(elementName, id, tags);
point.Initialize(elementName, id, tags, isFirstGenerated);
point.track = track;
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.trackPositioner.spline = track.trackPathSubmodule.path;
point.trackPercent = trackPercent;
point.SetParent(track);
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
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
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
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());
}
}
}