@@ -617,6 +617,51 @@ namespace Ichni.Editor
|
||||
pathnode.Refresh();
|
||||
}
|
||||
}
|
||||
public static void FloorAnim()
|
||||
{
|
||||
if (inspector.connectedGameElement == null)
|
||||
{
|
||||
LogWindow.Log("Please select a Element first!");
|
||||
return;
|
||||
}
|
||||
List<AnimationBase> elements = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<AnimationBase>().ToList();
|
||||
// 预先缓存属性信息(如果在循环外部知道具体类型)
|
||||
var propertiesToCheck = typeof(GameElement).GetProperties()
|
||||
.Where(p => p.PropertyType == typeof(FlexibleFloat))
|
||||
.ToArray();
|
||||
|
||||
foreach (var element in elements)
|
||||
{
|
||||
bool needsRefresh = false;
|
||||
|
||||
foreach (var prop in propertiesToCheck)
|
||||
{
|
||||
var ff = prop.GetValue(element) as FlexibleFloat;
|
||||
if (ff?.animations?.Count > 0 && ff.animations[0] != null)
|
||||
{
|
||||
var firstAnimation = ff.animations[0];
|
||||
if (firstAnimation.startTime > 0)
|
||||
{
|
||||
ff.animations.Insert(0, new AnimatedFloat(
|
||||
0,
|
||||
Math.Min(firstAnimation.startTime, 1),
|
||||
firstAnimation.startValue,
|
||||
firstAnimation.startValue,
|
||||
AnimationCurveType.Linear
|
||||
));
|
||||
|
||||
needsRefresh = true;
|
||||
Debug.Log($"Added 0 keyframe to {element.elementName}'s {prop.Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (needsRefresh)
|
||||
{
|
||||
element.Refresh();
|
||||
element.animatedObject?.Refresh(); // 使用空条件运算符
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,179 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class TrackGlobalColorChange : AnimationBase
|
||||
{
|
||||
|
||||
|
||||
public FlexibleFloat colorR, colorG, colorB, colorA;
|
||||
public static TrackGlobalColorChange GenerateElement(string elementName, System.Guid id,
|
||||
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
||||
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
|
||||
{
|
||||
if (animatedObject is not Track)
|
||||
{
|
||||
Debug.LogError("Animated Object is Not Track");
|
||||
throw new System.ArgumentException("Animated Object is Not Track");
|
||||
}
|
||||
TrackGlobalColorChange trackGlobalColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
|
||||
.AddComponent<TrackGlobalColorChange>();
|
||||
|
||||
trackGlobalColorChange.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
||||
trackGlobalColorChange.animatedObject = animatedObject;
|
||||
|
||||
trackGlobalColorChange.colorR = colorR;
|
||||
trackGlobalColorChange.colorG = colorG;
|
||||
trackGlobalColorChange.colorB = colorB;
|
||||
trackGlobalColorChange.colorA = colorA;
|
||||
trackGlobalColorChange.animationReturnType = FlexibleReturnType.Before;
|
||||
|
||||
//trackGlobalColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
|
||||
|
||||
return trackGlobalColorChange;
|
||||
}
|
||||
public override void SetDefaultSubmodules()
|
||||
{
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
}
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
{
|
||||
colorR.UpdateFlexibleFloat(songTime);
|
||||
colorG.UpdateFlexibleFloat(songTime);
|
||||
colorB.UpdateFlexibleFloat(songTime);
|
||||
colorA.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
colorG.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
colorB.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
colorA.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Color color = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
|
||||
((Track)animatedObject).trackRendererSubmodule.meshGenerator.color = color;
|
||||
}
|
||||
else if (colorR.isSwitchingReturnType || colorG.isSwitchingReturnType || colorB.isSwitchingReturnType || colorA.isSwitchingReturnType)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Color color = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
|
||||
((Track)animatedObject).trackRendererSubmodule.meshGenerator.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorManager.instance.musicPlayer.isPlaying && animationReturnType != FlexibleReturnType.MiddleInterval)
|
||||
{
|
||||
Color color = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
|
||||
((Track)animatedObject).trackRendererSubmodule.meshGenerator.color = color;
|
||||
animationReturnType = FlexibleReturnType.After;
|
||||
}
|
||||
else
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.Before;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
public override void ApplyTimeOffset(float offset)
|
||||
{
|
||||
base.ApplyTimeOffset(offset);
|
||||
foreach (var item in colorR.animations) item.ApplyTimeOffset(offset);
|
||||
foreach (var item in colorG.animations) item.ApplyTimeOffset(offset);
|
||||
foreach (var item in colorB.animations) item.ApplyTimeOffset(offset);
|
||||
foreach (var item in colorA.animations) item.ApplyTimeOffset(offset);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public override Vector3 getValue(float time)
|
||||
{
|
||||
float r = colorR.GetValue(time);
|
||||
float g = colorG.GetValue(time);
|
||||
float b = colorB.GetValue(time);
|
||||
float a = colorA.GetValue(time);
|
||||
return new Vector3(r, g, b);
|
||||
}
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
if (colorR.animations.Count == 0 && colorG.animations.Count == 0 && colorB.animations.Count == 0 && colorA.animations.Count == 0)
|
||||
{
|
||||
((Track)animatedObject).trackRendererSubmodule.meshGenerator.color = Color.white;
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateAnimation(EditorManager.instance.songInformation.songTime);
|
||||
}
|
||||
}
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
base.SetUpInspector();
|
||||
var container = inspector.GenerateContainer("Track Global Color Change");
|
||||
|
||||
var subcontainer = container.GenerateSubcontainer(3);
|
||||
var colorRButton = inspector.GenerateButton(this, subcontainer, "Color R", () =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Color R", nameof(colorR)).SetAsFlexibleFloat();
|
||||
});
|
||||
var colorGButton = inspector.GenerateButton(this, subcontainer, "Color G", () =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Color G", nameof(colorG)).SetAsFlexibleFloat();
|
||||
});
|
||||
var colorBButton = inspector.GenerateButton(this, subcontainer, "Color B", () =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Color B", nameof(colorB)).SetAsFlexibleFloat();
|
||||
});
|
||||
var colorAButton = inspector.GenerateButton(this, subcontainer, "Color A", () =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Color A", nameof(colorA)).SetAsFlexibleFloat();
|
||||
});
|
||||
var graphicEditor = inspector.GenerateButton(this, subcontainer, "GraphicEditor", () =>
|
||||
{
|
||||
inspector.GenerateGraphicalFlexibleFloatWindow(this, "Track Global Color Change",
|
||||
new FlexibleFloat[] { colorR, colorG, colorB, colorA }, new string[] { "ColorR", "ColorG", "ColorB", "ColorA" });
|
||||
});
|
||||
|
||||
}
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.TrackGlobalColorChange_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
|
||||
}
|
||||
}
|
||||
}
|
||||
namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
public class TrackGlobalColorChange_BM : AnimationBase_BM
|
||||
{
|
||||
public FlexibleFloat_BM colorR, colorG, colorB, colorA;
|
||||
public TrackGlobalColorChange_BM()
|
||||
{
|
||||
|
||||
}
|
||||
public TrackGlobalColorChange_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
GameElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorA)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.colorR = colorR;
|
||||
this.colorG = colorG;
|
||||
this.colorB = colorB;
|
||||
this.colorA = colorA;
|
||||
}
|
||||
public override GameElement DuplicateBM(GameElement attached)
|
||||
{
|
||||
return TrackGlobalColorChange.GenerateElement(elementName, Guid.NewGuid(), tags, true, attached,
|
||||
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorA.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = TrackGlobalColorChange.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
|
||||
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorA.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6851ca77cda521469be038d4232a719
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -188,6 +188,9 @@ namespace Ichni.RhythmGame
|
||||
}); //Particle Tracker
|
||||
|
||||
StandardInspectionElement.GenerateForTransform(this, generateContainer); //关于有Transform的元素
|
||||
inspector.GenerateButton(this, particleSubcontainer, "Track Global Color Change",
|
||||
() => { TrackGlobalColorChange.GenerateElement("New Track Global Color Change", Guid.NewGuid(), new List<string>(), true, this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()); }); //变量容器
|
||||
|
||||
// var animationSubcontainer = generateContainer.GenerateSubcontainer(3);
|
||||
// var displacementButton = inspector.GenerateButton(this, animationSubcontainer, "Displacement", () =>
|
||||
// {
|
||||
|
||||
@@ -136,8 +136,6 @@ public partial class EventPoint : MonoBehaviour
|
||||
FatherTab.FatherWindow.VisibleArea.SetActive(true);
|
||||
FatherTab.FatherWindow.animationCurveTypeDropdown.AddOptions(enumNameList);
|
||||
FatherTab.FatherWindow.animationCurveTypeDropdown.value = (int)animatedFloat.animationCurveType;
|
||||
|
||||
|
||||
// 更新文本
|
||||
FatherTab.FatherWindow.StartText.text = animatedFloat.startTime.ToString();
|
||||
FatherTab.FatherWindow.EndText.text = animatedFloat.endTime.ToString();
|
||||
|
||||
@@ -43,11 +43,11 @@ public class NotefabContoler : MonoBehaviour
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
if (sampleWindow.isExpand && RectTransformUtility.RectangleContainsScreenPoint(this.GetComponent<RectTransform>(), Mouse.current.position.ReadValue()))
|
||||
if (RectTransformUtility.RectangleContainsScreenPoint(this.GetComponent<RectTransform>(), Mouse.current.position.ReadValue()))
|
||||
{
|
||||
if (Mouse.current.leftButton.wasPressedThisFrame)
|
||||
{
|
||||
StartCoroutine(Moving());
|
||||
if (sampleWindow.isExpand) StartCoroutine(Moving());
|
||||
if (EditorManager.instance.uiManager.inspector.connectedGameElement != noteBase) EditorManager.instance.uiManager.hierarchy.FindTab(noteBase);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace Ichni.RhythmGame
|
||||
public GameObject highPassFilterEffect;
|
||||
|
||||
[Title("Inspector相关")] public GameObject inspectorSecondaryWindow;
|
||||
|
||||
[Title("编辑器描边Material")] public Material outlineShaderMaterial;
|
||||
[Title("DynamicUI相关-Simple")] public GameObject dynamicUIContainer;
|
||||
public GameObject dynamicUISubcontainer;
|
||||
public GameObject inputField;
|
||||
|
||||
@@ -100,6 +100,7 @@ namespace Ichni
|
||||
}
|
||||
public float CurrentFrameRate;
|
||||
public TMP_Text FPStext;
|
||||
public TMP_Text UIText;
|
||||
private IEnumerator StartFrameRate()
|
||||
{
|
||||
int frameCount = 0;
|
||||
@@ -115,6 +116,7 @@ namespace Ichni
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isLoaded) projectManager.autoSaveManager.UpdateAutoSave();
|
||||
@@ -131,7 +133,7 @@ namespace Ichni
|
||||
{
|
||||
projectManager.loadManager.LoadExport(projectName);
|
||||
}
|
||||
|
||||
|
||||
musicPlayer.audioSource.clip = songInformation.song;
|
||||
beatmapContainer.gameElementList.ForEach(gameElement =>
|
||||
{
|
||||
|
||||
@@ -23,11 +23,11 @@ namespace Ichni.Editor
|
||||
private List<SelectionConnector> lastHitConnectors = new List<SelectionConnector>();
|
||||
private int currentSelectIndex = 0;
|
||||
|
||||
|
||||
private Vector2 lastMousePosition;
|
||||
private bool cachedIsPointerOverUI;
|
||||
private GameObject cachedHoveredUI;
|
||||
private int uiCheckFrameInterval = 3; // 每3帧检查一次
|
||||
private int frameCount;
|
||||
private int frameCount = 0;
|
||||
private const int uiCheckFrameInterval = 5; // 每隔多少帧强制检查一次UI
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -46,17 +46,9 @@ namespace Ichni.Editor
|
||||
Vector2 currentMousePosition = Mouse.current.position.ReadValue();
|
||||
if (currentMousePosition != lastMousePosition || frameCount % uiCheckFrameInterval == 0)
|
||||
{
|
||||
isPointerOverUI = IsPointerOverUI(out hoveredUI);
|
||||
lastMousePosition = currentMousePosition;
|
||||
cachedIsPointerOverUI = isPointerOverUI;
|
||||
cachedHoveredUI = hoveredUI;
|
||||
isPointerOverUI = IsPointerOverUI(out hoveredUI);
|
||||
}
|
||||
else
|
||||
{
|
||||
isPointerOverUI = cachedIsPointerOverUI;
|
||||
hoveredUI = cachedHoveredUI;
|
||||
}
|
||||
|
||||
SceneCameraOperation();
|
||||
MusicPlayerOperation();
|
||||
TracksOperation();
|
||||
@@ -314,17 +306,13 @@ namespace Ichni.Editor
|
||||
|
||||
public partial class InputListener
|
||||
{
|
||||
private TMP_Text UIText => EditorManager.instance.UIText;
|
||||
|
||||
public bool IsPointerOverUI(out GameObject hoveredUI)
|
||||
{
|
||||
hoveredUI = null;
|
||||
|
||||
// 快速检查 - 使用Unity内置方法
|
||||
if (!EventSystem.current.IsPointerOverGameObject())
|
||||
return false;
|
||||
|
||||
// 详细检查 - 只有当快速检查通过时才执行
|
||||
if (eventSystem == null || graphicRaycasters.Count == 0)
|
||||
return false;
|
||||
if (Mouse.current == null) return false;
|
||||
|
||||
pointerEventData = new PointerEventData(eventSystem)
|
||||
{
|
||||
@@ -333,21 +321,55 @@ namespace Ichni.Editor
|
||||
|
||||
List<RaycastResult> allResults = new List<RaycastResult>();
|
||||
|
||||
// 只对最上层的Canvas进行检测
|
||||
foreach (var raycaster in graphicRaycasters.Where(r => r.gameObject.activeInHierarchy))
|
||||
// 使用EventSystem的RaycastAll来确保检测所有UI
|
||||
EventSystem.current.RaycastAll(pointerEventData, allResults);
|
||||
|
||||
// 或者手动检测所有GraphicRaycaster
|
||||
foreach (var raycaster in FindObjectsOfType<GraphicRaycaster>())
|
||||
{
|
||||
if (!raycaster.enabled || !raycaster.gameObject.activeInHierarchy)
|
||||
continue;
|
||||
|
||||
List<RaycastResult> results = new List<RaycastResult>();
|
||||
raycaster.Raycast(pointerEventData, results);
|
||||
|
||||
if (results.Count > 0)
|
||||
{
|
||||
// 找到最前面的结果后立即返回
|
||||
results.Sort((a, b) => b.sortingOrder.CompareTo(a.sortingOrder));
|
||||
hoveredUI = results[0].gameObject;
|
||||
return true;
|
||||
}
|
||||
allResults.AddRange(results);
|
||||
}
|
||||
|
||||
// 移除无效结果
|
||||
allResults.RemoveAll(r =>
|
||||
r.gameObject == null ||
|
||||
!r.gameObject.activeInHierarchy ||
|
||||
!r.gameObject.GetComponent<RectTransform>());
|
||||
|
||||
if (allResults.Count > 0)
|
||||
{
|
||||
// 完整排序
|
||||
allResults.Sort((a, b) =>
|
||||
{
|
||||
// 先按sorting layer
|
||||
int layerCompare = SortingLayer.GetLayerValueFromID(b.sortingLayer)
|
||||
.CompareTo(SortingLayer.GetLayerValueFromID(a.sortingLayer));
|
||||
if (layerCompare != 0) return layerCompare;
|
||||
|
||||
// 再按sorting order
|
||||
int orderCompare = b.sortingOrder.CompareTo(a.sortingOrder);
|
||||
if (orderCompare != 0) return orderCompare;
|
||||
|
||||
// 最后按depth
|
||||
return b.depth.CompareTo(a.depth);
|
||||
});
|
||||
|
||||
hoveredUI = allResults[0].gameObject;
|
||||
string text = $"UI: {hoveredUI.name}, Layer: {SortingLayer.IDToName(allResults[0].sortingLayer)}, Order: {allResults[0].sortingOrder}";
|
||||
if (UIText.text != text)
|
||||
{
|
||||
UIText.text = text;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
UIText.text = "No UI";
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Ichni.Editor
|
||||
public class OperationManager
|
||||
{
|
||||
public List<GameElement> currentSelectedElements { get; private set; }
|
||||
|
||||
public TempOutlineModule TempOutlineModule = new TempOutlineModule();
|
||||
public CopyPasteDeleteModule CopyPasteDeleteModule;
|
||||
|
||||
public FindingModule FindingModule;
|
||||
@@ -59,7 +59,30 @@ namespace Ichni.Editor
|
||||
currentSelectedElements.Clear();
|
||||
}
|
||||
}
|
||||
public class TempOutlineModule
|
||||
{
|
||||
public List<GameElement> outlinedElements;
|
||||
public Material outlineMaterial => EditorManager.instance.basePrefabs.outlineShaderMaterial;
|
||||
public TempOutlineModule()
|
||||
{
|
||||
outlinedElements = new List<GameElement>();
|
||||
}
|
||||
|
||||
public void AddOutline(GameElement gameElement)
|
||||
{
|
||||
outlinedElements.Add(gameElement);
|
||||
}
|
||||
|
||||
public void RemoveOutline(GameElement gameElement)
|
||||
{
|
||||
outlinedElements.Remove(gameElement);
|
||||
}
|
||||
|
||||
public void ClearOutline()
|
||||
{
|
||||
outlinedElements.Clear();
|
||||
}
|
||||
}
|
||||
public class FindingModule
|
||||
{
|
||||
public GameElement FindGameElementByName(string elementName)
|
||||
|
||||
Reference in New Issue
Block a user