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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@@ -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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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 (trackPercent.animations.Count > 0)
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@@ -45,38 +56,41 @@ namespace Ichni.RhythmGame
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if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
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{
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float finalValue = trackPercent.value;
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if (isBeyond1)
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{
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finalValue -= Mathf.Floor(finalValue);
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}
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trackPositioner.SetPercent(finalValue);
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}
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}
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}
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}
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public partial class TrackPercentPoint
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.TrackPercentPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackPercent.ConvertToBM());
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matchedBM = new TrackPercentPoint_BM(elementName, elementGuid, tags,
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parentElement.matchedBM as GameElement_BM,
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trackPercent.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class TrackPercentPoint_BM : BaseElement_BM
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public class TrackPercentPoint_BM : GameElement_BM
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{
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public FlexibleFloat_BM trackPercent;
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public TrackPercentPoint_BM()
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{
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}
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public TrackPercentPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM trackPercent)
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GameElement_BM attachedElement, FlexibleFloat_BM trackPercent)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.trackPercent = trackPercent;
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@@ -84,12 +98,14 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
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TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
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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 TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, parent as Track, trackPercent.ConvertToGameType());
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return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track,
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trackPercent.ConvertToGameType());
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}
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}
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}
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