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本来想做启闭的懒得做了
This commit is contained in:
2025-06-29 19:52:19 +08:00
parent 1b87a4345b
commit b85e29c540
7 changed files with 423 additions and 134 deletions

View File

@@ -41,8 +41,18 @@ namespace Ichni.Editor
}
public IEnumerator TryGetTab(GameElement targetElement)
{
StandardInspectionElement.GenerateForLoading();
// targetElement.ScanAndAddEnableTypes();
// if (!targetElement.GetChildrenByTypes().Contains(targetElement))
// {
// var tab = EditorManager.instance.uiManager.hierarchy.GenerateTab(targetElement, null);
// tab.SelectGameElement();
// Destroy(tab.gameObject);
// EditorManager.instance.uiManager.hierarchy.tabList.Remove(tab);
// yield break;
// }
// EditorManager.instance.uiManager.inspector.ClearInspector();
// EditorManager.instance.uiManager.inspector.SetInspector(targetElement);
//StandardInspectionElement.GenerateForLoading();
// 1. 向上找到最近的有Tab的祖先
Stack<GameElement> stack = new Stack<GameElement>();
GameElement current = targetElement;
@@ -58,9 +68,17 @@ namespace Ichni.Editor
{
var elem = stack.Pop();
// 只展开父Tab不直接生成Tab
if (elem.parentElement != null && elem.parentElement.connectedTab != null && !elem.parentElement.connectedTab.isExpanded)
if (elem.parentElement != null && elem.parentElement.connectedTab != null)
{
elem.parentElement.connectedTab.ExpandOrFold();
if (!elem.parentElement.connectedTab.isExpanded)
{
elem.parentElement.connectedTab.ExpandOrFold(true);
}
else
{
elem.parentElement.connectedTab.ExpandOrFold();
elem.parentElement.connectedTab.ExpandOrFold(true);//合上再展开,这思路也是没谁了
}
yield return null;
}
// 等待当前elem的Tab生成
@@ -72,15 +90,36 @@ namespace Ichni.Editor
}
// 3. 等待目标Tab实例化
while (targetElement.connectedTab == null)
while (targetElement.connectedTab is null)
{
yield return null;
}
HierarchyTab finalTab = targetElement.connectedTab;
float Tablocalpos = (-finalTab.transform.localPosition.y) - (tabContainer.sizeDelta.y / 4f);
float pct = Tablocalpos / tabContainer.sizeDelta.y;
scrollRect.verticalNormalizedPosition = 1f - pct;
// 修正定位算法
yield return null; // 等待布局刷新
RectTransform tabRect = finalTab.GetComponent<RectTransform>();
RectTransform containerRect = tabContainer;
RectTransform viewportRect = scrollRect.viewport != null ? scrollRect.viewport : scrollRect.GetComponent<RectTransform>();
// Tab相对于内容顶部的距离正值为下负值为上
float tabTop = -tabRect.anchoredPosition.y;
float tabHeight = tabRect.rect.height;
float contentHeight = containerRect.rect.height;
float viewportHeight = viewportRect.rect.height;
// 目标让Tab居中或尽量居中
float targetCenter = tabTop + tabHeight / 2f;
float viewportCenter = viewportHeight / 2f;
float scrollOffset = targetCenter - viewportCenter;
// normalizedPosition = 1 - (scrollOffset / (contentHeight - viewportHeight))
float denominator = Mathf.Max(1f, contentHeight - viewportHeight);
float normalized = 1f - Mathf.Clamp01(scrollOffset / denominator);
scrollRect.verticalNormalizedPosition = normalized;
finalTab.SelectGameElement();
}
}

View File

@@ -125,24 +125,33 @@ namespace Ichni.Editor
EditorManager.instance.uiManager.inspector.SetInspector(connectedGameElement);
EditorManager.instance.timeline.SetTimeLine(connectedGameElement);
}
private IEnumerator ienumerator = null;
public void ExpandOrFold()
{
ExpandOrFold(false);
}
public void ExpandOrFold(bool forceAllExPand = false)
{
this.childTabList.RemoveAll(s => s == null);
isExpanded = !isExpanded;
ExpandAnim();
if (isExpanded)
{
connectedGameElement.ScanAndAddEnableTypes();
List<GameElement> FixedList = !forceAllExPand ? connectedGameElement.GetChildrenByTypes() : connectedGameElement.childElementList;
// float startTime = Time.realtimeSinceStartup;
// connectedGameElement.childElementList.Sort();//TODO: 后续可以让玩家手动快速排序
// Debug.Log("排序耗时 " + (Time.realtimeSinceStartup - startTime).ToString());
StartCoroutine(ExpandOverTime());
Debug.Log(FixedList.Count);
ienumerator = ExpandOverTime(FixedList);
StartCoroutine(ienumerator);
}
else
{
//expandButton.transform.Rotate(new Vector3(0, 0, 180));
StopCoroutine(ienumerator);
ienumerator = null;
for (int i = childTabList.Count - 1; i >= 0; i--)
{
childTabList[i].SetExpansion(isExpanded);
@@ -171,11 +180,11 @@ namespace Ichni.Editor
{
expandButton.transform.DORotate(new Vector3(0, 0, !isExpanded ? 0f : 180f), 0.2f);
}
private IEnumerator ExpandOverTime()//帧率过低的时候等一下再实例化
private IEnumerator ExpandOverTime(List<GameElement> FixedList)//帧率过低的时候等一下再实例化
{
float startTime = Time.realtimeSinceStartup;
for (var index = 0; index < connectedGameElement.childElementList.Count; index++)
for (var index = 0; index < FixedList.Count; index++)
{
int hasYield = 0;
while (Time.realtimeSinceStartup - startTime > 1f / EditorManager.instance.editorSettings.frameRate * 3f && hasYield <= 2)
@@ -183,8 +192,9 @@ namespace Ichni.Editor
yield return null;
hasYield += 1;
}
var childElement = connectedGameElement.childElementList[index];
var childElement = FixedList[index];
EditorManager.instance.uiManager.hierarchy.GenerateTab(childElement, connectedGameElement);
print($"生成子Tab{childElement.elementName},索引:{index},总数:{FixedList.Count}");
}
}
}

View File

@@ -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;
@@ -161,10 +162,54 @@ namespace Ichni.RhythmGame
}
}
public abstract partial class GameElement
public abstract partial class GameElement//Editor 专
{
public class EnableType : IBaseElement
{
public Type type;
public bool enable;
public BaseElement_BM matchedBM { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
};
public List<EnableType> enableTypes;
/// <summary>
/// 扫描childElementList中的类型并加入enableTypes去重兼容性好
/// </summary>
public void ScanAndAddEnableTypes()
{
// 初始化enableTypes列表
if (enableTypes == null)
enableTypes = new List<EnableType>();
// 记录已存在的类型,避免重复
HashSet<Type> existingTypes = new HashSet<Type>();
foreach (var et in enableTypes)
{
if (et != null && et.type != null)
existingTypes.Add(et.type);
}
// 遍历所有子元素类型若未添加则加入enableTypes
foreach (var child in childElementList)
{
var childType = child.GetType();
if (!existingTypes.Contains(childType))
{
enableTypes.Add(new EnableType
{
type = childType,
enable = true
});
existingTypes.Add(childType);
}
}
}
public virtual void SetUpInspector() //被点击时设置第一层Inspector
{
ScanAndAddEnableTypes();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Element Info");
@@ -177,6 +222,30 @@ namespace Ichni.RhythmGame
inspector.GenerateCompositeParameterWindow(this, "Tags List", nameof(tags)).SetAsStringList();
});
// 只用反射方式生成enableTypes的UI
if (enableTypes != null && enableTypes.Count > 0)
{
var elcontainer = inspector.GenerateContainer("Enable Children DisPlay");
var enableTypeContainer = elcontainer.GenerateSubcontainer(3);
var type = enableTypes.GetType().GetGenericArguments()[0];
int elcount = 0;
for (int idx = 0; idx < enableTypes.Count; idx++)
{
elcount++;
if (elcount > 3)
{
elcount = 0;
enableTypeContainer = elcontainer.GenerateSubcontainer(3);
}
var et = enableTypes[idx];
inspector.GenerateToggle(
et,
enableTypeContainer,
et.type.Name,
nameof(et.enable) // 传递字段名字符串
);
}
}
//次级模块
foreach (var submodule in submoduleList)
{
@@ -207,6 +276,30 @@ namespace Ichni.RhythmGame
return gameElements;
}
/// <summary>
/// 根据enableTypes筛选子元素只返回enable为true的类型对应的子元素
/// </summary>
public List<GameElement> GetChildrenByTypes()
{
if (enableTypes == null || enableTypes.Count == 0)
return new List<GameElement>();
var enabledTypes = new HashSet<Type>();
foreach (var et in enableTypes)
{
if (et.enable) enabledTypes.Add(et.type);
}
// 问题1只匹配类型本身不能处理继承关系如子类/接口)
// 问题2如果childElementList有null元素会抛异常
// 问题3如果enableTypes有重复type没影响但没必要
// 更健壮的写法如下支持继承和接口避免null
return childElementList.FindAll(child =>
child != null && enabledTypes.Any(t => t.IsAssignableFrom(child.GetType()))
);
}
}
namespace Beatmap

View File

@@ -13,6 +13,8 @@ namespace Ichni.RhythmGame
{
public partial class TrackRendererSubmodule : TrackSubmodule
{
protected int submoduleNameIndex = 0;
protected readonly string[] submoduleName = { "Auto Orient", "Path Generator", "Tube Generator", "Surface" };
public MeshGenerator meshGenerator;
public MeshRenderer meshRenderer;
public Material renderMaterial;
@@ -42,7 +44,7 @@ namespace Ichni.RhythmGame
this.materialThemeBundleName = materialThemeBundleName;
this.materialName = materialName;
Material mat = ThemeBundleManager.instance.GetObject<Material>(materialThemeBundleName, materialName);
if(mat != null)
if (mat != null)
{
renderMaterial = mat;
meshRenderer.material = renderMaterial;
@@ -54,7 +56,7 @@ namespace Ichni.RhythmGame
SetEnableZWrite();
SetEnableEmission();
SetEmissionIntensity();
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
{
meshGenerator.clipFrom = 0;
@@ -86,9 +88,11 @@ namespace Ichni.RhythmGame
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Track Renderer Auto Orient");
var container = inspector.GenerateContainer("Track Renderer " + submoduleName[submoduleNameIndex]);
var zWriteSettings = container.GenerateSubcontainer(3);
var zWriteToggle =
inspector.GenerateToggle(this, zWriteSettings, "Enable ZWrite", nameof(zWrite))
.AddListenerFunction(SetEnableZWrite);
@@ -99,7 +103,7 @@ namespace Ichni.RhythmGame
var emissionIntensityInputField =
inspector.GenerateInputField(this, emissionSettings, "Emission Intensity", nameof(emissionIntensity))
.AddListenerFunction(SetEmissionIntensity);
var materialSettings = container.GenerateSubcontainer(3);
var themeBundleDropdown = inspector
.GenerateDropdown(this, materialSettings, "Theme Bundle", ThemeBundleManager.instance.selectedThemeBundleList, nameof(materialThemeBundleName))
@@ -132,12 +136,12 @@ namespace Ichni.RhythmGame
{
meshRenderer.material.SetInt("_Emission", enableEmission ? 1 : 0);
}
protected void SetEnableZWrite()
{
meshRenderer.material.SetInt("_ZWrite", zWrite ? 1 : 0);
}
protected void SetEmissionIntensity()
{
meshRenderer.material.SetColor("_EmissionColor", Color.white * Mathf.Pow(2, emissionIntensity));
@@ -164,6 +168,7 @@ namespace Ichni.RhythmGame
this.meshRenderer.material = renderMaterial;
this.splineRenderer.color = Color.white;
this.splineRenderer.uvRotation = 90;
this.submoduleNameIndex = 0; // Auto Orient is the first submodule
}
public override void SaveBM()
@@ -194,6 +199,7 @@ namespace Ichni.RhythmGame
materialName = trackRendererSubmodule.materialName;
enableEmission = trackRendererSubmodule.enableEmission;
emissionIntensity = trackRendererSubmodule.emissionIntensity;
}
public override void ExecuteBM()
@@ -241,6 +247,7 @@ namespace Ichni.RhythmGame
this.meshRenderer.material = renderMaterial;
this.pathGenerator.color = Color.white;
this.pathGenerator.uvRotation = 90;
this.submoduleNameIndex = 1; // Path Generator is the second submodule
}
public override void SaveBM()
@@ -305,7 +312,7 @@ namespace Ichni.RhythmGame
public TubeGenerator tubeGenerator;
public int sideCount;
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
int sideCount, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
{
@@ -323,6 +330,7 @@ namespace Ichni.RhythmGame
this.tubeGenerator.color = Color.white;
this.tubeGenerator.uvRotation = 90;
this.tubeGenerator.sides = sideCount;
this.submoduleNameIndex = 2; // Tube Generator is the third submodule
}
public override void SaveBM()
@@ -349,6 +357,7 @@ namespace Ichni.RhythmGame
{
public class TrackRendererSubmoduleTubeGenerator_BM : Submodule_BM
{
public string materialThemeBundleName;
public string materialName;
public bool enableEmission;
@@ -412,10 +421,11 @@ namespace Ichni.RhythmGame
this.surface.spline = track.trackPathSubmodule.path;
this.surface.clipFrom = 0;
this.surface.clipTo = 1;
this.surface.updateMethod = SplineUser.UpdateMethod.LateUpdate;
this.surface.updateMethod = SplineUser.UpdateMethod.Update;
this.meshRenderer.material = renderMaterial;
this.surface.color = Color.white;
this.surface.uvRotation = 90;
this.submoduleNameIndex = 3; // Surface is the fourth submodule
}
public override void SaveBM()

View File

@@ -147,7 +147,7 @@ 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.GetType() != typeof(TMP_InputField) && RectTransformUtility.RectangleContainsScreenPoint(windowRect, Mouse.current.position.ReadValue()))
if (RectTransformUtility.RectangleContainsScreenPoint(windowRect, Mouse.current.position.ReadValue()))
{
DetectNote();