基础内容-8

添加BM存档类
This commit is contained in:
SoulliesOfficial
2025-02-02 21:59:43 -05:00
parent efca87e9cd
commit bc1c5d65ef
20 changed files with 926 additions and 90 deletions

View File

@@ -1,25 +1,27 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class BaseColorChange : AnimationBase
public partial class BaseColorChange : AnimationBase
{
public ColorSubmodule targetColorSubmodule;
public FlexibleFloat colorR, colorG, colorB, colorA;
public static BaseColorChange GenerateElement(string elementName, Guid id,
public static BaseColorChange GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
{
BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<BaseColorChange>();
baseColorChange.Initialize(elementName, id, tags);
baseColorChange.targetObject = targetObject;
baseColorChange.colorR = colorR;
baseColorChange.colorG = colorG;
baseColorChange.colorB = colorB;
@@ -34,7 +36,7 @@ namespace Ichni.RhythmGame
{
throw new System.Exception("Target object does not have a ColorSubmodule");
}
baseColorChange.SetParent(targetObject);
baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
@@ -47,10 +49,10 @@ namespace Ichni.RhythmGame
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 ||
if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
colorG.returnType is FlexibleReturnType.MiddleExecuting ||
colorB.returnType is FlexibleReturnType.MiddleExecuting ||
colorA.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
@@ -64,4 +66,51 @@ namespace Ichni.RhythmGame
}
}
}
public partial class BaseColorChange
{
public override void SaveBM()
{
matchedBM = new BaseColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as BaseElement_BM,
colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
}
}
namespace Beatmap
{
public class BaseColorChange_BM : BaseElement_BM
{
public FlexibleFloat_BM colorR, colorG, colorB, colorA;
public BaseColorChange_BM()
{
}
public BaseColorChange_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_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 void ExecuteBM()
{
BaseColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
colorA.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return BaseColorChange.GenerateElement(elementName, elementGuid, tags, parent,
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
colorA.ConvertToGameType());
}
}
}
}

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@@ -1,12 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class EmissionColorChange : AnimationBase
public partial class EmissionColorChange : AnimationBase
{
public ColorSubmodule targetColorSubmodule;
public FlexibleFloat colorR, colorG, colorB, colorI;
@@ -68,4 +69,47 @@ namespace Ichni.RhythmGame
}
}
}
public partial class EmissionColorChange
{
public override void SaveBM()
{
matchedBM = new EmissionColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM,
colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorI.ConvertToBM());
}
}
namespace Beatmap
{
public class EmissionColorChange_BM : BaseElement_BM
{
public FlexibleFloat_BM colorR, colorG, colorB, colorI;
public EmissionColorChange_BM()
{
}
public EmissionColorChange_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM parentElement,
FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) : base(elementName, elementGuid, tags, parentElement)
{
this.colorR = colorR;
this.colorG = colorG;
this.colorB = colorB;
this.colorI = colorI;
}
public override void ExecuteBM()
{
EmissionColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, parent,
colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
}
}
}
}

View File

@@ -1,24 +1,26 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TrackTotalTimeChange : AnimationBase
public partial class TrackTotalTimeChange : AnimationBase
{
public FlexibleFloat totalTime;
public TrackTimeSubmoduleStatic targetTrackTimeSubmoduleStatic;
public static TrackTotalTimeChange GenerateElement(string elementName, Guid id,
public static TrackTotalTimeChange GenerateElement(string elementName, Guid id,
List<string> tags, Track targetTrack, FlexibleFloat totalTime)
{
TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<TrackTotalTimeChange>();
trackTotalTimeChange.Initialize(elementName, id, tags);
trackTotalTimeChange.targetObject = targetTrack;
if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
{
trackTotalTimeChange.targetTrackTimeSubmoduleStatic = submoduleStatic;
@@ -31,7 +33,7 @@ namespace Ichni.RhythmGame
trackTotalTimeChange.totalTime = totalTime;
trackTotalTimeChange.animationReturnType = FlexibleReturnType.Before;
trackTotalTimeChange.timeDurationSubmodule.SetDuration(totalTime);
trackTotalTimeChange.SetParent(targetTrack);
return trackTotalTimeChange;
}
@@ -39,11 +41,51 @@ namespace Ichni.RhythmGame
protected override void UpdateAnimation(float songTime)
{
totalTime.UpdateFlexibleFloat(songTime);
if (totalTime.returnType == FlexibleReturnType.MiddleExecuting)
{
targetTrackTimeSubmoduleStatic.trackTotalTime = totalTime.value;
}
}
}
public partial class TrackTotalTimeChange
{
public override void SaveBM()
{
matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as Track_BM, totalTime.ConvertToBM());
}
}
namespace Beatmap
{
public class TrackTotalTimeChange_BM : BaseElement_BM
{
public FlexibleFloat_BM totalTime;
public TrackTotalTimeChange_BM()
{
}
public TrackTotalTimeChange_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM totalTime) : base(elementName, elementGuid, tags,
attachedElement)
{
this.totalTime = totalTime;
}
public override void ExecuteBM()
{
TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags,
GetElement(attachedElementGuid) as Track, totalTime.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, parent as Track,
totalTime.ConvertToGameType());
}
}
}
}

View File

@@ -10,7 +10,7 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public class Displacement : AnimationBase
public partial class Displacement : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat positionX, positionY, positionZ;
@@ -84,4 +84,47 @@ namespace Ichni.RhythmGame
// }
}
}
public partial class Displacement
{
public override void SaveBM()
{
matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM,
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Displacement_BM : BaseElement_BM
{
public FlexibleFloat_BM positionX, positionY, positionZ;
public Displacement_BM()
{
}
public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.positionX = positionX;
this.positionY = positionY;
this.positionZ = positionZ;
}
public override void ExecuteBM()
{
Displacement.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return Displacement.GenerateElement(elementName, elementGuid, tags, parent,
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
}
}
}
}

View File

@@ -10,7 +10,7 @@ namespace Ichni.RhythmGame
/// <summary>
/// 将物体的z轴指向目标物体注意LookAt的启用期间物体的旋转将被锁定
/// </summary>
public class LookAt : AnimationBase
public partial class LookAt : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public BaseElement lookAtObject;
@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame
LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
look.Initialize(elementName, id, tags);
look.targetObject = targetObject;
look.lookAtObject = lookAtTarget;
look.enabling = enabling;
@@ -37,7 +37,7 @@ namespace Ichni.RhythmGame
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
look.SetParent(targetObject);
look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
@@ -71,5 +71,44 @@ namespace Ichni.RhythmGame
targetTransformSubmodule.eulerAnglesOffsetLock = false;
}
}
public override void SaveBM()
{
matchedBM = new Beatmap.LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM,
enabling.ConvertToBM(), lookAtObject.elementGuid);
}
}
namespace Beatmap
{
public class LookAt_BM : BaseElement_BM
{
public FlexibleBool_BM enabling;
public Guid lookAtObjectGuid;
public LookAt_BM()
{
}
public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid) : base(elementName,
elementGuid, tags, attachedElement)
{
this.enabling = enabling;
this.lookAtObjectGuid = lookAtObjectGuid;
}
public override void ExecuteBM()
{
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags,
GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return LookAt.GenerateElement(elementName, elementGuid, tags, parent,
GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
}
}
}
}

View File

@@ -5,26 +5,26 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public class Scale : AnimationBase
public partial class Scale : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat scaleX, scaleY, scaleZ;
public static Scale GenerateElement(string elementName, Guid id,
public static Scale GenerateElement(string elementName, Guid id,
List<string> tags, BaseElement targetObject,
FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
{
Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
scale.Initialize(elementName, id, tags);
scale.targetObject = targetObject;
scale.scaleX = scaleX;
scale.scaleY = scaleY;
scale.scaleZ = scaleZ;
scale.animationReturnType = FlexibleReturnType.Before;
if (targetObject.transformSubmodule != null)
{
scale.targetTransformSubmodule = targetObject.transformSubmodule;
@@ -33,13 +33,13 @@ namespace Ichni.RhythmGame
{
throw new System.Exception("Target object does not have a TransformSubmodule");
}
scale.SetParent(targetObject);
scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
return scale;
}
protected override void UpdateAnimation(float songTime)
{
scaleX.UpdateFlexibleFloat(songTime);
@@ -54,11 +54,55 @@ namespace Ichni.RhythmGame
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset.Add(currentScale);
targetTransformSubmodule.scaleDirtyMark = true;
}
}
else
{
animationReturnType = FlexibleReturnType.MiddleInterval;
}
}
}
public partial class Scale
{
public override void SaveBM()
{
matchedBM = new Beatmap.Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM,
scaleX.ConvertToBM(), scaleY.ConvertToBM(), scaleZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Scale_BM : BaseElement_BM
{
public FlexibleFloat_BM scaleX, scaleY, scaleZ;
public Scale_BM()
{
}
public Scale_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM scaleX, FlexibleFloat_BM scaleY,
FlexibleFloat_BM scaleZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.scaleX = scaleX;
this.scaleY = scaleY;
this.scaleZ = scaleZ;
}
public override void ExecuteBM()
{
Scale.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return Scale.GenerateElement(elementName, elementGuid, tags, parent, scaleX.ConvertToGameType(),
scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
}
}
}
}

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@@ -6,7 +6,7 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public class Swirl : AnimationBase
public partial class Swirl : AnimationBase
{
public TransformSubmodule targetTransformSubmodule;
public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
@@ -63,4 +63,46 @@ namespace Ichni.RhythmGame
}
}
}
public partial class Swirl
{
public override void SaveBM()
{
matchedBM = new Beatmap.Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM,
eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
}
}
namespace Beatmap
{
public class Swirl_BM : BaseElement_BM
{
public FlexibleFloat_BM eulerAngleX, eulerAngleY, eulerAngleZ;
public Swirl_BM()
{
}
public Swirl_BM(string elementName, Guid elementGuid, List<string> tags,
BaseElement_BM attachedElement, FlexibleFloat_BM eulerAngleX, FlexibleFloat_BM eulerAngleY, FlexibleFloat_BM eulerAngleZ)
: base(elementName, elementGuid, tags, attachedElement)
{
this.eulerAngleX = eulerAngleX;
this.eulerAngleY = eulerAngleY;
this.eulerAngleZ = eulerAngleZ;
}
public override void ExecuteBM()
{
Swirl.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
}
public override BaseElement DuplicateBM(BaseElement parent)
{
return Swirl.GenerateElement(elementName, elementGuid, tags, parent,
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
}
}
}
}