基础内容-2
Track Percent Point 和 Track Head Point 重构优化 Note基础 特效框架(Effect Submodule 和 Effect基础类),将用于“时间触发型特效容器”与“Note特效容器“
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66
Assets/Scripts/GameElements/Track/PathNode.cs
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66
Assets/Scripts/GameElements/Track/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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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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