基础内容
必要插件安装 缓动曲线和动画基础 ElementFolder,Track与其次级模块,PathNode重构
This commit is contained in:
23
Assets/Scripts/GameElements/ElementFolder.cs
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23
Assets/Scripts/GameElements/ElementFolder.cs
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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 Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class ElementFolder : BaseElement
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{
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public static ElementFolder GenerateElement(string name, BaseElement parentElement)
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{
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ElementFolder elementFolder = LeanPool.Spawn(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
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elementFolder.NewInitialize(name);
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elementFolder.SetParent(parentElement);
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//elementFolder.GenerateTab(parentElement);
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return elementFolder;
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}
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}
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}
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11
Assets/Scripts/GameElements/ElementFolder.cs.meta
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11
Assets/Scripts/GameElements/ElementFolder.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0892af0ddd15c449d9b1c65248b5dc64
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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71
Assets/Scripts/GameElements/PathNode.cs
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71
Assets/Scripts/GameElements/PathNode.cs
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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;
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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 PathNode : BaseElement
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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;
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public SplinePoint node;
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public static PathNode GeneratePathNode(string elementName, Track track, int index, Vector3 nodePosition,
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Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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PathNode pathNode = LeanPool.Spawn(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
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pathNode.NewInitialize(elementName, track, index, nodePosition, nodeNormal, nodeSize, nodeColor);
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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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public void NewInitialize(string elementName, Track track, int index, Vector3 nodePosition,
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Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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base.NewInitialize(elementName);
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this.track = track;
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this.index = index;
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if (track.trackPathSubmodule.pathNodeList.Count > index)
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{
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this.index = track.trackPathSubmodule.pathNodeList.Count;
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}
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this.transformSubmodule = new TransformSubmodule(nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
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this.colorSubmodule = new ColorSubmodule(nodeColor);
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Refresh();
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}
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public override void AfterInitialize()
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{
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Refresh();
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if (track.trackPathSubmodule.pathNodeList.Count > 3)
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{
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track.trackPathSubmodule.ClosePath(track.trackPathSubmodule.isClosed);
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}
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}
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}
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public partial class PathNode
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{
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public override void Refresh()
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{
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Vector3 position = transformSubmodule.currentPosition;
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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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node = new SplinePoint(position, Vector3.up, normal, size, color);
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track.trackPathSubmodule.SetPathNode(this);
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}
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}
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}
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11
Assets/Scripts/GameElements/PathNode.cs.meta
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11
Assets/Scripts/GameElements/PathNode.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 09efd164733b64d539127e1d09f6ef5a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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23
Assets/Scripts/GameElements/SubstantialObject.cs
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23
Assets/Scripts/GameElements/SubstantialObject.cs
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@@ -0,0 +1,23 @@
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using System.Collections;
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using System.Collections.Generic;
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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 class SubstantialObject : BaseElement
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{
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public string themeBundleName, objectName;
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public static SubstantialObject GenerateElement(string elementName, string themeBundleName,
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string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale, BaseElement parent,
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bool isFirstGenerated = true)
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{
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GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
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SubstantialObject substantialObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
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substantialObject.NewInitialize(elementName);
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return substantialObject;
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}
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}
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}
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11
Assets/Scripts/GameElements/SubstantialObject.cs.meta
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11
Assets/Scripts/GameElements/SubstantialObject.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/GameElements/Track.meta
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8
Assets/Scripts/GameElements/Track.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8ce1732fa451f41a7b476ce2b6c82aae
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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79
Assets/Scripts/GameElements/Track/Track.cs
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79
Assets/Scripts/GameElements/Track/Track.cs
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@@ -0,0 +1,79 @@
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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 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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{
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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, BaseElement parent, Vector3 position)
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{
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if (parent == null)
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{
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throw new System.Exception("Parent is null");
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}
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Track track = LeanPool.Spawn(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
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track.NewInitialize(elementName, position);
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track.SetParent(parent);
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return track;
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}
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private void NewInitialize(string elementName, Vector3 position)
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{
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base.NewInitialize(elementName);
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timeDurationSubmodule = new TimeDurationSubmodule();
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transformSubmodule = new TransformSubmodule(position, Vector3.zero, Vector3.one);
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trackPathSubmodule = null;
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trackTimeSubmodule = null;
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trackRendererSubmodule = null;
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Refresh();
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}
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public override void AfterInitialize()
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{
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trackPathSubmodule.path.RebuildImmediate();
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//Refresh();
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}
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private void Update()
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{
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if (timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
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{
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(trackTimeSubmodule as TrackTimeSubmoduleMovable)?.UpdateTrackPart();
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}
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}
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}
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public partial class Track
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{
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public override void Refresh()
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{
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transform.localPosition = transformSubmodule.currentPosition;
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}
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}
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public partial class Track
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{
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public enum TrackSpaceType
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{
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CatmullRom = 0,
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BSpline = 1,
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Linear = 3
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}
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public enum TrackSamplingType
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{
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TimeDistributed = 0,
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DistanceDistributed = 1
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}
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}
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}
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11
Assets/Scripts/GameElements/Track/Track.cs.meta
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11
Assets/Scripts/GameElements/Track/Track.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8d2b6af5deaa046ff89ed3c74bb2ffdc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/GameElements/Track/TrackSubmodules.meta
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8
Assets/Scripts/GameElements/Track/TrackSubmodules.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c8348db51d6bc4d48b37e45339d1aaab
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||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,74 @@
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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 Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class TrackPathSubmodule : TrackSubmodule
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{
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public SplineComputer path;
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public List<PathNode> pathNodeList;
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public Track.TrackSpaceType trackSpaceType;
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public Track.TrackSamplingType trackSamplingType;
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public bool isClosed;
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public void NewInitialize(Track track, bool isClosed, Track.TrackSpaceType trackSpaceType,
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Track.TrackSamplingType trackSamplingType)
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{
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this.track = track;
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this.path = track.AddComponent<SplineComputer>();
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track.trackPathSubmodule = this;
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this.pathNodeList = new List<PathNode>();
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this.trackSpaceType = trackSpaceType;
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this.trackSamplingType = trackSamplingType;
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this.isClosed = isClosed;
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SetUpSplineComputer(trackSpaceType, trackSamplingType);
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}
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}
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public partial class TrackPathSubmodule
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{
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private void SetUpSplineComputer(Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType)
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{
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path.type = (Spline.Type)(int)trackSpaceType;
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path.sampleMode = (SplineComputer.SampleMode)(int)trackSamplingType;
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path.space = SplineComputer.Space.Local;
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}
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public void ClosePath(bool close)
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{
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if (close)
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{
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path.Close();
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}
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else
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{
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path.Break();
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}
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isClosed = close;
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}
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public void SetTrackSpaceType(int spaceType)
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{
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trackSpaceType = (Track.TrackSpaceType)spaceType;
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path.type = (Spline.Type)spaceType;
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}
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public void AddPathNode(PathNode point)
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{
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path.SetPoint(pathNodeList.Count, point.node, SplineComputer.Space.Local);
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pathNodeList.Add(point);
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}
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public void SetPathNode(PathNode point)
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{
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path.SetPoint(point.index, point.node, SplineComputer.Space.Local);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: e365a28188395451e95f60530805d7ca
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||||
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,42 @@
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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 Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class TrackRendererSubmodule : TrackSubmodule
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{
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public Track track;
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public MeshGenerator meshGenerator;
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public MeshRenderer meshRenderer;
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}
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public class TrackRendererSubmoduleAutoOrient : TrackRendererSubmodule
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{
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public SplineRenderer splineRenderer;
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public void NewInitialize(Track track)
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{
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this.track = track;
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this.track.trackRendererSubmodule = this;
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this.splineRenderer = track.AddComponent<SplineRenderer>();
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this.meshGenerator = splineRenderer;
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this.splineRenderer.spline = track.trackPathSubmodule.path;
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this.splineRenderer.clipFrom = 0;
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this.splineRenderer.clipTo = 1;
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Debug.Log(splineRenderer.clipFrom + " " + splineRenderer.clipTo);
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this.splineRenderer.color = Color.white;
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}
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public override void InitialRefresh()
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{
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if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
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{
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splineRenderer.clipFrom = 0;
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splineRenderer.clipTo = 0;
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}
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}
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}
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}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: 01fba1b4480fc4988be3f80598f285c1
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MonoImporter:
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public abstract class TrackSubmodule : SubmoduleBase
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{
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public Track track;
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public bool isUpdating;
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||||
}
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||||
}
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||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 9d9735a5fb100495d84928630f6e97da
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MonoImporter:
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externalObjects: {}
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@@ -0,0 +1,76 @@
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using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
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||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class TrackTimeSubmodule : TrackSubmodule
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||||
{
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public float headPercent, tailPercent;
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||||
}
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||||
|
||||
public class TrackTimeSubmoduleMovable : TrackTimeSubmodule
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||||
{
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||||
public float trackStartTime;
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public float trackEndTime;
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public float trackTotalTime;
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public float visibleTrackTimeLength;
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public AnimationCurveType animationCurveType;
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public void NewInitialize(Track track, float trackStartTime, float trackEndTime,
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float visibleTrackTimeLength, AnimationCurveType animationCurveType)
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{
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this.track = track;
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this.track.trackTimeSubmodule = this;
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this.trackStartTime = trackStartTime;
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this.trackEndTime = trackEndTime;
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this.trackTotalTime = trackEndTime - trackStartTime;
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this.visibleTrackTimeLength = visibleTrackTimeLength;
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this.animationCurveType = animationCurveType;
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track.timeDurationSubmodule.startTime = trackStartTime;
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track.timeDurationSubmodule.endTime = trackEndTime + visibleTrackTimeLength;
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}
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public void UpdateTrackPart()
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{
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float songTime = EditorManager.instance.songModule.songTime;
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headPercent = GetTrackPercent(songTime);
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tailPercent = GetTrackPercent(songTime - visibleTrackTimeLength);
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Debug.Log("Head: " + headPercent + " Tail: " + tailPercent);
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if (track.trackRendererSubmodule != null)
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{
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track.trackRendererSubmodule.meshGenerator.clipFrom = tailPercent;
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track.trackRendererSubmodule.meshGenerator.clipTo = headPercent;
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}
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||||
}
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||||
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||||
private float GetTrackPercent(float songTimeInTime)
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{
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float per = AnimationCurveEvaluator.Evaluate(animationCurveType, (songTimeInTime - trackStartTime) / trackTotalTime);
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||||
return Mathf.Clamp01(per);
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||||
}
|
||||
}
|
||||
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||||
public class TrackTimeSubmoduleStatic : TrackTimeSubmodule
|
||||
{
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||||
public float trackTotalTime;
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||||
public AnimationCurveType animationCurveType;
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||||
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||||
public void NewInitialize(Track track, float trackTotalTime, AnimationCurveType animationCurveType)
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||||
{
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||||
this.track = track;
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this.track.trackTimeSubmodule = this;
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||||
this.trackTotalTime = trackTotalTime;
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||||
this.animationCurveType = animationCurveType;
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||||
this.headPercent = 0;
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||||
this.tailPercent = 1;
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||||
track.timeDurationSubmodule.startTime = 0;
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||||
track.timeDurationSubmodule.endTime = 0;
|
||||
//timeDurationSubmodule 根据下辖Note的时间来设置
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2ed41fffa9a44e6d923a7866af34590
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user