优化
This commit is contained in:
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File diff suppressed because one or more lines are too long
@@ -76,6 +76,12 @@ namespace Ichni.RhythmGame
|
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node = new SplinePoint(position, Vector3.up, normal, size, color);
|
||||
track.trackPathSubmodule.SetPathNode(this);
|
||||
}
|
||||
public void OnDestroy()
|
||||
{
|
||||
track.trackPathSubmodule.pathNodeList.Remove(this);
|
||||
track.Refresh();
|
||||
print("PathNode " + elementName + " destroyed.");
|
||||
}
|
||||
}
|
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|
||||
public partial class PathNode
|
||||
@@ -98,10 +104,10 @@ namespace Ichni.RhythmGame
|
||||
base.SetUpInspector();
|
||||
|
||||
var container = inspector.GenerateContainer("Path Node");
|
||||
|
||||
|
||||
var pathNodeSettings = container.GenerateSubcontainer(3);
|
||||
var indexText = inspector.GenerateHintText(this, pathNodeSettings, "Index: " + index);
|
||||
var isShowingSphereToggle =
|
||||
var isShowingSphereToggle =
|
||||
inspector.GenerateToggle(this, pathNodeSettings, "Is Showing Sphere", nameof(isShowingSphere))
|
||||
.AddListenerFunction(() => SetPathNodeSphere(isShowingSphere));
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.Editor;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
@@ -25,7 +26,7 @@ namespace Ichni.RhythmGame
|
||||
Track.TrackSamplingType trackSamplingType, bool isClosed, bool isShowingDisplay) : base(track)
|
||||
{
|
||||
this.path = track.AddComponent<SplineComputer>();
|
||||
|
||||
|
||||
this.pathNodeList = new List<PathNode>();
|
||||
this.trackSpaceType = trackSpaceType;
|
||||
this.trackSamplingType = trackSamplingType;
|
||||
@@ -92,10 +93,6 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
SetTrackSpaceType((int)trackSpaceType);
|
||||
SetUpSplineComputer(trackSpaceType, trackSamplingType);
|
||||
|
||||
|
||||
@@ -116,6 +116,7 @@ namespace Ichni.RhythmGame
|
||||
t.trailRenderer.emitting = emitting;
|
||||
t.trailRenderer.enabled = emitting;
|
||||
if (willClear) t.trailRenderer.Clear();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,10 +51,22 @@ public class FlexibleFloatTab : MonoBehaviour
|
||||
// 创建节拍线
|
||||
private void CreateBeatLines()
|
||||
{
|
||||
for (int i = 0; i < (int)EditorManager.instance.songInformation.song.length / FatherWindow.timePerBeat; i++)
|
||||
// 先清空BeatArea下的所有子对象,防止重复生成
|
||||
for (int i = BeatArea.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
Destroy(BeatArea.GetChild(i).gameObject);
|
||||
}
|
||||
float maxX = 1400f + (3 * BeatDeviver);
|
||||
int totalBeats = (int)(EditorManager.instance.songInformation.song.length / FatherWindow.timePerBeat);
|
||||
for (int i = 0; i < totalBeats; i++)
|
||||
{
|
||||
float posX = BeatDeviver * i;
|
||||
if (posX > maxX)
|
||||
{
|
||||
break;
|
||||
}
|
||||
GameObject u = Instantiate(BeatLine, BeatArea);
|
||||
u.transform.localPosition = new Vector3(BeatDeviver * i, 0, 0);
|
||||
u.transform.localPosition = new Vector3(posX, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -82,7 +94,15 @@ public class FlexibleFloatTab : MonoBehaviour
|
||||
Vector3 newPosition = new Vector3(-FatherWindow.songBeat * BeatDeviver, 0, 0);
|
||||
Area.localPosition = newPosition;
|
||||
BeatArea.localPosition = newPosition;
|
||||
XBeatArea.localPosition = newPosition;
|
||||
while (true)
|
||||
{
|
||||
BeatArea.localPosition += new Vector3(BeatDeviver, 0, 0);
|
||||
if (BeatArea.localPosition.x > ((-200f) - BeatDeviver))
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
XBeatArea.localPosition = BeatArea.localPosition;
|
||||
}
|
||||
|
||||
// 添加事件
|
||||
@@ -141,7 +161,7 @@ public class FlexibleFloatTab : MonoBehaviour
|
||||
public float GetBeat()
|
||||
{
|
||||
// 获取鼠标在 BeatArea 中的相对位置
|
||||
Vector2 localMousePosition = BeatArea.InverseTransformPoint(Mouse.current.position.ReadValue());
|
||||
Vector2 localMousePosition = Area.InverseTransformPoint(Mouse.current.position.ReadValue());
|
||||
//Debug.Log(localMousePosition);
|
||||
|
||||
float mouseBeat = localMousePosition.x / BeatDeviver;
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace Ichni.Editor
|
||||
EditorManager.instance.songInformation.songTime += Time.deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (isPlaying)
|
||||
{
|
||||
EditorManager.instance.songInformation.songTime = EditorManager.instance.musicPlayer.audioSource.time;
|
||||
@@ -33,7 +33,7 @@ namespace Ichni.Editor
|
||||
Trail.SetAllTrails(true, false);
|
||||
EditorManager.instance.songInformation.songTime = audioSource.time;
|
||||
if (isPlaying) audioSource.Play();
|
||||
else audioSource.Pause();
|
||||
else PauseMusic();
|
||||
}
|
||||
|
||||
public void PauseMusic()
|
||||
|
||||
@@ -32,7 +32,6 @@ public class SampleWindow : MovableWindow//该window高度为300,横的要在1
|
||||
public GameObject beatLinePrefabv;
|
||||
public GameObject beatLinePrefabh;
|
||||
public GameObject NotePrefab;
|
||||
public RectTransform secBeatLineh;//用于定位屏幕位置
|
||||
float songTime => EditorManager.instance.songInformation.songTime;
|
||||
float songBeat => EditorManager.instance.songInformation.songBeat;
|
||||
float beatmapStartTime => -EditorManager.instance.songInformation.delay;
|
||||
@@ -99,12 +98,7 @@ public class SampleWindow : MovableWindow//该window高度为300,横的要在1
|
||||
|
||||
GameObject u = Instantiate(beatLinePrefabh, LineMovepoint);
|
||||
u.transform.localPosition = new Vector3(0, i * beatDeviver, 0);
|
||||
if (i == 1)
|
||||
{
|
||||
secBeatLineh = u.GetComponent<RectTransform>();
|
||||
realDevider = secBeatLineh.position.y - LineMovepoint.position.y;
|
||||
Debug.Log(realDevider);
|
||||
}
|
||||
|
||||
if (u.transform.localPosition.y > 600)
|
||||
{
|
||||
Destroy(u);
|
||||
@@ -177,7 +171,7 @@ public class SampleWindow : MovableWindow//该window高度为300,横的要在1
|
||||
TransformChanged();
|
||||
windowRect.GetComponent<CanvasGroup>().alpha = track.timeDurationSubmodule.CheckTimeInDuration(songTime) ? 1f : 0.2f;
|
||||
}
|
||||
if (selectedGameObject == null && RectTransformUtility.RectangleContainsScreenPoint(windowRect, Mouse.current.position.ReadValue()))
|
||||
if (selectedGameObject is null && RectTransformUtility.RectangleContainsScreenPoint(windowRect, Mouse.current.position.ReadValue()))
|
||||
{
|
||||
DetectNote();
|
||||
|
||||
|
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androidETC2FallbackOverride: 0
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indices:
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/Sprites/2x256_noise_image.png
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BIN
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127
Assets/Sprites/2x256_noise_image.png.meta
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127
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mipMapsPreserveCoverage: 0
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spritePivot: {x: 0.5, y: 0.5}
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@@ -14,9 +14,9 @@ Creator:你的名字/谱师马甲
|
||||
|
||||
BPM:节拍,由于ichni是按照秒数存储谱面,而有变bpm的曲子少之又少,所以是固定bpm
|
||||
|
||||
不知道bpm是什么的:[歌曲bpm是什么 - 搜索](https://cn.bing.com/search?q=%e6%ad%8c%e6%9b%b2bpm%e6%98%af%e4%bb%80%e4%b9%88&FORM=QSRE1)
|
||||
|
||||
bpm测试器:[歌曲调性和BPM查找器 - 多功能音乐分析器](https://vocalremover.org/zh/key-bpm-finder)
|
||||
不知道bpm是什么的:[歌曲bpm是什么 - 搜索](https://cn.bing.com/search?q=%e6%ad%8c%e6%9b%b2bpm%e6%98%af%e4%bb%80%e4%b9%88&FORM=QSRE1)
|
||||
|
||||
bpm测试器:[歌曲调性和BPM查找器 - 多功能音乐分析器](https://vocalremover.org/zh/key-bpm-finder)
|
||||
|
||||
Delay:这里的Delay只是单纯的调整谱面开始的时间,调为负数可以在歌曲开始前开始谱面,如果有偏移(offset)的需求建议剪一下曲子
|
||||
|
||||
@@ -111,7 +111,7 @@ camera的职责很简单:做一个camera。带着他或者他所在的folder
|
||||
|
||||
Track是ichni的核心元件,以下分为几种
|
||||
|
||||
###### 基础:TrackPath
|
||||
#### 基础:TrackPath
|
||||
|
||||
TrackPath属性:空间形状,前进方式,是否闭合
|
||||
|
||||
@@ -121,46 +121,41 @@ TrackPath属性:空间形状,前进方式,是否闭合
|
||||
以下是一个示例(代码块仅示意,没有实际意义和语法)
|
||||
new track{
|
||||
pathnode0(0,0,0)
|
||||
pathnode1(0,0,1)
|
||||
pathnode2(0,0,10)
|
||||
starttime:0
|
||||
endtime:2
|
||||
pathnode1(0,0,1)
|
||||
pathnode2(0,0,10)
|
||||
starttime:0
|
||||
endtime:2
|
||||
}
|
||||
若是time模式下,0到1秒的时间track从0到1,而在剩下的1秒会从1直接冲到10
|
||||
distance就不会
|
||||
```
|
||||
|
||||
###### 路径方式
|
||||
#### 路径方式
|
||||
|
||||
1. Movable
|
||||
|
||||
2. Static
|
||||
|
||||
###### 显示方式
|
||||
#### 显示方式
|
||||
|
||||
1. AutoOrient
|
||||
|
||||
2. TrackPath
|
||||
|
||||
###### movable属性:
|
||||
#### movable属性:
|
||||
|
||||
开始时间,结束时间,可视长度,缓动
|
||||
开始时间,结束时间,可视长度,缓动
|
||||
其中开始时间和结束时间是**track的头部**到达首尾的时间,而 结束时间+可视长度 则是**track尾**到达尾部的时间
|
||||
在movable中,note以<mark>固定的位置生成在track上</mark>,在放note时切记判定时间要在track的启停时间之间
|
||||
|
||||
其中开始时间和结束时间是**track的头部**到达首尾的时间,而 结束时间+可视长度 则是**track尾**到达尾部的时间
|
||||
#### Static属性:
|
||||
下落时间,下落缓动
|
||||
Static的track若是有选择显示方式,则会始终显示整条track
|
||||
在static中,note从track的<mark>**尾部运动到头部**</mark>
|
||||
|
||||
在movable中,note以固定的位置生成在track上,在放note时切记判定时间要在track的启停时间之间
|
||||
#### 显示属性
|
||||
|
||||
###### Static属性:
|
||||
|
||||
下落时间,下落缓动
|
||||
|
||||
Static的track若是有选择显示方式,则会始终显示整条track
|
||||
|
||||
在static中,note从track的<mark>**尾部运动到头部**</mark>
|
||||
|
||||
###### 显示属性
|
||||
|
||||
无论是AutoOrient还是TrackPath,都拥有一个材质系统,你可以选择主题包中的材质,两个显示方式不同的是,track path会由于其中pathnode的方向而改变面的朝向,而AutoOrient会强制track的面始终面向摄像机(这段建议实操看看效果,各有各的好)
|
||||
无论是AutoOrient还是TrackPath,都拥有一个材质系统,你可以选择主题包中的材质,两个显示方式不同的是,track path会由于其中pathnode的方向而改变面的朝向,而AutoOrient会强制track的面始终面向摄像机(这段建议实操看看效果,各有各的好)
|
||||
|
||||
### pathnode
|
||||
|
||||
@@ -178,9 +173,9 @@ pathnode带有位置,旋转,缩放,颜色等,用于调整track部分的
|
||||
|
||||
另外还有一个特殊的事件用在track下:trackPercentPoint
|
||||
|
||||
trackPercentPoint使用0到1的值代表track进程,配合trail使用可以实现 ~~反复横跳~~ 精细控制
|
||||
|
||||
还有一个trackHeadPoint是trackPercentPoint的简化版,虽然不该放在这里但是我真的懒得开一个来讲
|
||||
trackPercentPoint使用0到1的值代表track进程,配合trail使用可以实现 ~~反复横跳~~ 精细控制
|
||||
|
||||
还有一个trackHeadPoint是trackPercentPoint的简化版,虽然不该放在这里但是我真的懒得开一个来讲
|
||||
|
||||
建议实操
|
||||
|
||||
@@ -194,13 +189,13 @@ trail配有位置,材质,颜色等(仍在开发)
|
||||
|
||||
### Note
|
||||
|
||||
##### 基础
|
||||
#### 基础
|
||||
|
||||
note可以视为环境物体,拥有击打时间,击打效果等
|
||||
|
||||
击打时间:建议使用采音器=>见采音器指南
|
||||
|
||||
##### 击打效果和判定模式
|
||||
#### 击打效果和判定模式
|
||||
|
||||
由于不同主题包拥有不同击打效果和判定模式,在add页需要输入字符来创建
|
||||
|
||||
@@ -208,7 +203,7 @@ note可以视为环境物体,拥有击打时间,击打效果等
|
||||
|
||||
## 谱面存档
|
||||
|
||||
望文生义,不必多说,以下讲的是一些特别的机制
|
||||
望文生义,不必多说
|
||||
|
||||
### 自动保存
|
||||
|
||||
@@ -216,8 +211,31 @@ ichni每隔一段时间就会自动保存谱面,如果要回档,需要手动
|
||||
|
||||
### Clip
|
||||
|
||||
asd
|
||||
类似beta的export和import,如果你选中了一个文件夹按s clip,再命个名字,这就相当于保存了一小段谱面。然后在别的地方用l clip读取,好处就是可以跨越多个谱面,起到一个类似预制件的作用。
|
||||
|
||||
### Export
|
||||
|
||||
ads
|
||||
这个属于与本体对接的功能,目的是生成本体用的加密版谱面
|
||||
|
||||
## 一般写谱流程
|
||||
|
||||
### 0,寻找音源,确定bpm,选择主题包
|
||||
|
||||
### 1,创建摄像机轨道
|
||||
|
||||
我们建议在开始创建谱面的第一个操作就是创建摄像机文件夹,因为摄像机是每个谱面都必须要有的元素。
|
||||
|
||||
在刚打开工程时,您是通过自由视角摄像机 `Scene Camera` 来预览内容的,但这并不是游戏本体使用的摄像机。想要您的谱面被正确显示在游戏本体上,您需要创建一个游戏摄像机 `Game Camera` 来“拍摄”您的谱面。
|
||||
|
||||
#### 创建摄像机文件夹
|
||||
|
||||
您需要创建一个摄像机文件夹来放置摄像机及其附着的轨道(如果有),现有的两个方法便是使用cross track point或者直接对摄像机所在的文件夹增加动画,动画法可以直接参照其他元素的方法来进行创建,而cross track point可以获取到文件夹内对应的track,然后使用类似track precent point的设置来调节,当然Cross track point里设有快捷设置所有的Track,也就是说可以完全不用管cross track point的东西,直接在文件夹下把track和对应的起止时间都写好,然后直接使用paste track list粘贴所有的时间。
|
||||
|
||||
和beta版不同的是cross track point是会自动设置旋转的,默认的旋转方向对应的是当前track的切线方向(形象的说法就是你用track画一个圆,然后设置之后不用手动操作,你的摄像机就可以自动沿着圆旋转,如果把y值设为了90,它就可以始终看向圆的中心点)
|
||||
|
||||
### 2,创建track
|
||||
|
||||
#### 1, movable track
|
||||
由于movable track的功能介绍早在前面有提及,这里不过多介绍
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user