基础内容-8
添加BM存档类
This commit is contained in:
@@ -1,25 +1,27 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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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 class BaseColorChange : AnimationBase
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public partial class BaseColorChange : AnimationBase
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{
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public ColorSubmodule targetColorSubmodule;
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public FlexibleFloat colorR, colorG, colorB, colorA;
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public static BaseColorChange GenerateElement(string elementName, Guid id,
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public static BaseColorChange GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
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{
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BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
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BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
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.AddComponent<BaseColorChange>();
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baseColorChange.Initialize(elementName, id, tags);
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baseColorChange.targetObject = targetObject;
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baseColorChange.colorR = colorR;
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baseColorChange.colorG = colorG;
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baseColorChange.colorB = colorB;
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@@ -34,7 +36,7 @@ namespace Ichni.RhythmGame
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{
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throw new System.Exception("Target object does not have a ColorSubmodule");
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}
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baseColorChange.SetParent(targetObject);
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baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
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@@ -47,10 +49,10 @@ namespace Ichni.RhythmGame
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colorG.UpdateFlexibleFloat(songTime);
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colorB.UpdateFlexibleFloat(songTime);
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colorA.UpdateFlexibleFloat(songTime);
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting ||
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting ||
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colorA.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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@@ -64,4 +66,51 @@ namespace Ichni.RhythmGame
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}
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}
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}
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public partial class BaseColorChange
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{
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public override void SaveBM()
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{
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matchedBM = new BaseColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as BaseElement_BM,
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colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorA.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class BaseColorChange_BM : BaseElement_BM
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{
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public FlexibleFloat_BM colorR, colorG, colorB, colorA;
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public BaseColorChange_BM()
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{
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}
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public BaseColorChange_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG,
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FlexibleFloat_BM colorB, FlexibleFloat_BM colorA) : base(elementName, elementGuid, tags,
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attachedElement)
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{
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this.colorR = colorR;
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this.colorG = colorG;
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this.colorB = colorB;
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this.colorA = colorA;
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}
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public override void ExecuteBM()
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{
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BaseColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
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colorA.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return BaseColorChange.GenerateElement(elementName, elementGuid, tags, parent,
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(),
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colorA.ConvertToGameType());
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}
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}
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}
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}
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@@ -1,12 +1,13 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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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 class EmissionColorChange : AnimationBase
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public partial class EmissionColorChange : AnimationBase
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{
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public ColorSubmodule targetColorSubmodule;
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public FlexibleFloat colorR, colorG, colorB, colorI;
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@@ -68,4 +69,47 @@ namespace Ichni.RhythmGame
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}
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}
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}
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public partial class EmissionColorChange
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{
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public override void SaveBM()
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{
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matchedBM = new EmissionColorChange_BM(elementName, elementGuid, tags, targetObject.matchedBM,
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colorR.ConvertToBM(), colorG.ConvertToBM(), colorB.ConvertToBM(), colorI.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class EmissionColorChange_BM : BaseElement_BM
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{
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public FlexibleFloat_BM colorR, colorG, colorB, colorI;
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public EmissionColorChange_BM()
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{
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}
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public EmissionColorChange_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM parentElement,
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FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) : base(elementName, elementGuid, tags, parentElement)
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{
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this.colorR = colorR;
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this.colorG = colorG;
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this.colorB = colorB;
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this.colorI = colorI;
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}
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public override void ExecuteBM()
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{
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EmissionColorChange.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, parent,
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
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}
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}
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}
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}
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@@ -1,24 +1,26 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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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 class TrackTotalTimeChange : AnimationBase
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public partial class TrackTotalTimeChange : AnimationBase
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{
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public FlexibleFloat totalTime;
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public TrackTimeSubmoduleStatic targetTrackTimeSubmoduleStatic;
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public static TrackTotalTimeChange GenerateElement(string elementName, Guid id,
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public static TrackTotalTimeChange GenerateElement(string elementName, Guid id,
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List<string> tags, Track targetTrack, FlexibleFloat totalTime)
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{
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TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
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TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
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.AddComponent<TrackTotalTimeChange>();
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trackTotalTimeChange.Initialize(elementName, id, tags);
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trackTotalTimeChange.targetObject = targetTrack;
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if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
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{
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trackTotalTimeChange.targetTrackTimeSubmoduleStatic = submoduleStatic;
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@@ -31,7 +33,7 @@ namespace Ichni.RhythmGame
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trackTotalTimeChange.totalTime = totalTime;
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trackTotalTimeChange.animationReturnType = FlexibleReturnType.Before;
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trackTotalTimeChange.timeDurationSubmodule.SetDuration(totalTime);
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trackTotalTimeChange.SetParent(targetTrack);
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return trackTotalTimeChange;
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}
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@@ -39,11 +41,51 @@ namespace Ichni.RhythmGame
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protected override void UpdateAnimation(float songTime)
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{
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totalTime.UpdateFlexibleFloat(songTime);
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if (totalTime.returnType == FlexibleReturnType.MiddleExecuting)
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{
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targetTrackTimeSubmoduleStatic.trackTotalTime = totalTime.value;
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}
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}
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}
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public partial class TrackTotalTimeChange
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{
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public override void SaveBM()
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{
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matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, targetObject.matchedBM as Track_BM, totalTime.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class TrackTotalTimeChange_BM : BaseElement_BM
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{
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public FlexibleFloat_BM totalTime;
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public TrackTotalTimeChange_BM()
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{
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}
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public TrackTotalTimeChange_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM totalTime) : base(elementName, elementGuid, tags,
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attachedElement)
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{
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this.totalTime = totalTime;
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}
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public override void ExecuteBM()
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{
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TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags,
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GetElement(attachedElementGuid) as Track, totalTime.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, parent as Track,
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totalTime.ConvertToGameType());
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}
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}
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}
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}
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@@ -10,7 +10,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Displacement : AnimationBase
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public partial class Displacement : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat positionX, positionY, positionZ;
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@@ -84,4 +84,47 @@ namespace Ichni.RhythmGame
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// }
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}
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}
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public partial class Displacement
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Displacement_BM : BaseElement_BM
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{
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public FlexibleFloat_BM positionX, positionY, positionZ;
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public Displacement_BM()
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{
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}
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public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.positionX = positionX;
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this.positionY = positionY;
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this.positionZ = positionZ;
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}
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public override void ExecuteBM()
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{
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Displacement.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return Displacement.GenerateElement(elementName, elementGuid, tags, parent,
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positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
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}
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}
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}
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}
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@@ -10,7 +10,7 @@ namespace Ichni.RhythmGame
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/// <summary>
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/// 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
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/// </summary>
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public class LookAt : AnimationBase
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public partial class LookAt : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public BaseElement lookAtObject;
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@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame
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LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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look.Initialize(elementName, id, tags);
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look.targetObject = targetObject;
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look.lookAtObject = lookAtTarget;
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look.enabling = enabling;
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@@ -37,7 +37,7 @@ namespace Ichni.RhythmGame
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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look.SetParent(targetObject);
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look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
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@@ -71,5 +71,44 @@ namespace Ichni.RhythmGame
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targetTransformSubmodule.eulerAnglesOffsetLock = false;
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}
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}
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public override void SaveBM()
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{
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matchedBM = new Beatmap.LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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enabling.ConvertToBM(), lookAtObject.elementGuid);
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}
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}
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namespace Beatmap
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{
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public class LookAt_BM : BaseElement_BM
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{
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public FlexibleBool_BM enabling;
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public Guid lookAtObjectGuid;
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public LookAt_BM()
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{
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}
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public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid) : base(elementName,
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elementGuid, tags, attachedElement)
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{
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this.enabling = enabling;
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this.lookAtObjectGuid = lookAtObjectGuid;
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}
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public override void ExecuteBM()
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{
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matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags,
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GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return LookAt.GenerateElement(elementName, elementGuid, tags, parent,
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GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
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}
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}
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}
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}
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@@ -5,26 +5,26 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Scale : AnimationBase
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public partial class Scale : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat scaleX, scaleY, scaleZ;
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public static Scale GenerateElement(string elementName, Guid id,
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public static Scale GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
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{
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Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
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scale.Initialize(elementName, id, tags);
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scale.targetObject = targetObject;
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scale.scaleX = scaleX;
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scale.scaleY = scaleY;
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scale.scaleZ = scaleZ;
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scale.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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scale.targetTransformSubmodule = targetObject.transformSubmodule;
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@@ -33,13 +33,13 @@ namespace Ichni.RhythmGame
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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scale.SetParent(targetObject);
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scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
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return scale;
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}
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protected override void UpdateAnimation(float songTime)
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{
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scaleX.UpdateFlexibleFloat(songTime);
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@@ -54,11 +54,55 @@ namespace Ichni.RhythmGame
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset.Add(currentScale);
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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}
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else
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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}
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}
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}
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public partial class Scale
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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scaleX.ConvertToBM(), scaleY.ConvertToBM(), scaleZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Scale_BM : BaseElement_BM
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{
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public FlexibleFloat_BM scaleX, scaleY, scaleZ;
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public Scale_BM()
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{
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}
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public Scale_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM scaleX, FlexibleFloat_BM scaleY,
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FlexibleFloat_BM scaleZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.scaleX = scaleX;
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this.scaleY = scaleY;
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this.scaleZ = scaleZ;
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}
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public override void ExecuteBM()
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{
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Scale.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return Scale.GenerateElement(elementName, elementGuid, tags, parent, scaleX.ConvertToGameType(),
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scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
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}
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}
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}
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}
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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Swirl : AnimationBase
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public partial class Swirl : AnimationBase
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{
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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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,16 +1,16 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
|
||||
namespace Ichni
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
[System.Serializable]
|
||||
public class AnimatedBool
|
||||
{
|
||||
public bool value; //bool值
|
||||
public float time; //当前时间
|
||||
|
||||
public AnimatedBool(bool value, float time)
|
||||
|
||||
public AnimatedBool(float time, bool value)
|
||||
{
|
||||
this.value = value;
|
||||
this.time = time;
|
||||
@@ -37,7 +37,7 @@ namespace Ichni
|
||||
{
|
||||
animations.Add(animatedBool);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 在动画脚本的Update中更新Bool Value
|
||||
/// </summary>
|
||||
@@ -48,7 +48,7 @@ namespace Ichni
|
||||
value = nowAnimatedBool.value; //更新value
|
||||
return FlexibleReturnType.MiddleExecuting;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取songTime对应的AnimatedBool的时间段
|
||||
/// </summary>
|
||||
@@ -64,7 +64,63 @@ namespace Ichni
|
||||
}
|
||||
}
|
||||
|
||||
return new AnimatedBool(false, 0);
|
||||
return new AnimatedBool(0, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 转换为Beatmap存档类型
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public FlexibleBool_BM ConvertToBM()
|
||||
{
|
||||
FlexibleBool_BM flexibleBool_BM = new FlexibleBool_BM();
|
||||
|
||||
foreach (AnimatedBool animatedBool in animations)
|
||||
{
|
||||
flexibleBool_BM.animatedBoolList.Add(new AnimatedBool(animatedBool.time, animatedBool.value));
|
||||
}
|
||||
|
||||
return flexibleBool_BM;
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class FlexibleBool_BM
|
||||
{
|
||||
public List<AnimatedBool> animatedBoolList;
|
||||
|
||||
public FlexibleBool_BM()
|
||||
{
|
||||
this.animatedBoolList = new List<AnimatedBool>();
|
||||
}
|
||||
|
||||
public FlexibleBool_BM(List<AnimatedBool> animatedBoolList)
|
||||
{
|
||||
this.animatedBoolList = animatedBoolList;
|
||||
}
|
||||
|
||||
public FlexibleBool ConvertToGameType()
|
||||
{
|
||||
FlexibleBool flexibleBool;
|
||||
|
||||
if (this.animatedBoolList.Count == 0)
|
||||
{
|
||||
flexibleBool = new FlexibleBool();
|
||||
}
|
||||
else
|
||||
{
|
||||
List<AnimatedBool> animations = new List<AnimatedBool>();
|
||||
foreach (AnimatedBool animatedBool in animatedBoolList)
|
||||
{
|
||||
animations.Add(new AnimatedBool(animatedBool.time, animatedBool.value));
|
||||
}
|
||||
|
||||
flexibleBool = new FlexibleBool(animations);
|
||||
}
|
||||
|
||||
return flexibleBool;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +1,21 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
|
||||
|
||||
namespace Ichni
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
[System.Serializable]
|
||||
public class AnimatedFloat : IComparable<AnimatedFloat>
|
||||
{
|
||||
public float startValue, endValue; //起止值
|
||||
public float differenceValue; //差值
|
||||
public float startTime, endTime; //起止时间
|
||||
public float totalTime; //总时间
|
||||
public AnimationCurveType animationCurveType; //动画曲线类型
|
||||
|
||||
public float differenceValue => endValue - startValue; //差值
|
||||
public float totalTime => endTime - startTime; //总时间
|
||||
|
||||
|
||||
public AnimatedFloat(float startTime, float endTime, float startValue, float endValue,
|
||||
AnimationCurveType animationCurveType)
|
||||
@@ -26,8 +24,6 @@ namespace Ichni
|
||||
this.endValue = endValue;
|
||||
this.startTime = startTime;
|
||||
this.endTime = endTime;
|
||||
totalTime = endTime - startTime;
|
||||
differenceValue = endValue - startValue;
|
||||
this.animationCurveType = animationCurveType;
|
||||
}
|
||||
|
||||
@@ -152,5 +148,66 @@ namespace Ichni
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 转换为Beatmap存档类型
|
||||
/// </summary>
|
||||
public FlexibleFloat_BM ConvertToBM()
|
||||
{
|
||||
FlexibleFloat_BM flexibleFloat_BM = new FlexibleFloat_BM();
|
||||
|
||||
foreach (AnimatedFloat animatedFloat in animations)
|
||||
{
|
||||
flexibleFloat_BM.animatedFloatList.Add(new AnimatedFloat(animatedFloat.startTime, animatedFloat.endTime,
|
||||
animatedFloat.startValue, animatedFloat.endValue, animatedFloat.animationCurveType));
|
||||
}
|
||||
|
||||
return flexibleFloat_BM;
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
[System.Serializable]
|
||||
public class FlexibleFloat_BM
|
||||
{
|
||||
public List<AnimatedFloat> animatedFloatList;
|
||||
|
||||
public FlexibleFloat_BM()
|
||||
{
|
||||
this.animatedFloatList = new List<AnimatedFloat>();
|
||||
}
|
||||
|
||||
public FlexibleFloat_BM(List<AnimatedFloat> animatedFloatList)
|
||||
{
|
||||
this.animatedFloatList = animatedFloatList;
|
||||
}
|
||||
|
||||
public FlexibleFloat ConvertToGameType()
|
||||
{
|
||||
FlexibleFloat flexibleFloat;
|
||||
|
||||
if (animatedFloatList.Count == 0)
|
||||
{
|
||||
flexibleFloat = new FlexibleFloat();
|
||||
}
|
||||
else
|
||||
{
|
||||
List<AnimatedFloat> animatedFloatList = new List<AnimatedFloat>();
|
||||
foreach (AnimatedFloat animatedFloat in this.animatedFloatList)
|
||||
{
|
||||
animatedFloatList.Add(new AnimatedFloat(
|
||||
animatedFloat.startTime, animatedFloat.endTime,
|
||||
animatedFloat.startValue, animatedFloat.endValue,
|
||||
animatedFloat.animationCurveType));
|
||||
}
|
||||
|
||||
flexibleFloat = new FlexibleFloat(animatedFloatList);
|
||||
}
|
||||
|
||||
return flexibleFloat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
[System.Serializable]
|
||||
public class AnimatedInt
|
||||
@@ -14,7 +16,7 @@ namespace Ichni
|
||||
{
|
||||
}
|
||||
|
||||
public AnimatedInt(int value, float time)
|
||||
public AnimatedInt(float time, int value)
|
||||
{
|
||||
this.value = value;
|
||||
this.time = time;
|
||||
@@ -77,5 +79,63 @@ namespace Ichni
|
||||
|
||||
return new AnimatedInt(0, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 转换为Beatmap存档类型
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public FlexibleInt_BM ConvertToBM()
|
||||
{
|
||||
FlexibleInt_BM flexibleInt_BM = new FlexibleInt_BM();
|
||||
|
||||
foreach (AnimatedInt animatedInt in animations)
|
||||
{
|
||||
flexibleInt_BM.animatedIntList.Add(new AnimatedInt(animatedInt.time, animatedInt.value));
|
||||
}
|
||||
|
||||
return flexibleInt_BM;
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
[System.Serializable]
|
||||
public class FlexibleInt_BM
|
||||
{
|
||||
public List<AnimatedInt> animatedIntList;
|
||||
|
||||
public FlexibleInt_BM()
|
||||
{
|
||||
this.animatedIntList = new List<AnimatedInt>();
|
||||
}
|
||||
|
||||
public FlexibleInt_BM(List<AnimatedInt> animatedIntList)
|
||||
{
|
||||
this.animatedIntList = animatedIntList;
|
||||
}
|
||||
|
||||
public FlexibleInt ConvertToGameType()
|
||||
{
|
||||
FlexibleInt flexibleInt;
|
||||
|
||||
if (animatedIntList.Count == 0)
|
||||
{
|
||||
flexibleInt = new FlexibleInt();
|
||||
}
|
||||
else
|
||||
{
|
||||
List<AnimatedInt> animations = new List<AnimatedInt>();
|
||||
|
||||
foreach (AnimatedInt animatedInt in animatedIntList)
|
||||
{
|
||||
animations.Add(new AnimatedInt(animatedInt.time, animatedInt.value));
|
||||
}
|
||||
|
||||
flexibleInt = new FlexibleInt(animations);
|
||||
}
|
||||
|
||||
return flexibleInt;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,20 +6,69 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class EnvironmentObject : SubstantialObject
|
||||
public partial class EnvironmentObject : SubstantialObject
|
||||
{
|
||||
public bool isStatic;
|
||||
|
||||
|
||||
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
string themeBundleName, string objectName, BaseElement parent,
|
||||
Vector3 position, Vector3 eulerAngles, Vector3 scale,
|
||||
Vector3 position, Vector3 eulerAngles, Vector3 scale,
|
||||
bool isStatic, bool isFirstGenerated = true)
|
||||
{
|
||||
EnvironmentObject themeBundleObject = ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
|
||||
EnvironmentObject environmentObject = Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
|
||||
EnvironmentObject themeBundleObject =
|
||||
ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
|
||||
EnvironmentObject environmentObject =
|
||||
Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
|
||||
environmentObject.Initialize(elementName, id, tags);
|
||||
environmentObject.isStatic = isStatic;
|
||||
return environmentObject;
|
||||
}
|
||||
}
|
||||
|
||||
public partial class EnvironmentObject
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.EnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM,
|
||||
themeBundleName, objectName, isStatic);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class EnvironmentObject_BM : BaseElement_BM
|
||||
{
|
||||
public string themeBundleName;
|
||||
public string objectName;
|
||||
public bool isStatic;
|
||||
|
||||
public EnvironmentObject_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public EnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
BaseElement_BM attachedElement, string themeBundleName, string objectName, bool isStatic)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.themeBundleName = themeBundleName;
|
||||
this.objectName = objectName;
|
||||
this.isStatic = isStatic;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid),
|
||||
Vector3.zero, Vector3.zero, Vector3.one, isStatic, false);
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return EnvironmentObject.GenerateElement(elementName, elementGuid, tags,
|
||||
themeBundleName, objectName, parent,
|
||||
Vector3.zero, Vector3.zero, Vector3.one, isStatic, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,25 +15,27 @@ namespace Ichni.RhythmGame
|
||||
public Transform rotationPoint;
|
||||
public Transform positionPoint;
|
||||
public Transform cameraTransform;
|
||||
|
||||
|
||||
public CameraViewType cameraViewType;
|
||||
public float perspectiveAngle;
|
||||
public float orthographicSize;
|
||||
|
||||
|
||||
public static GameCamera GenerateElement(string elementName, Guid id,
|
||||
List<string> tags, BaseElement parentElement,
|
||||
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
|
||||
Vector3 initialPosition, Vector3 initialEulerAngles)
|
||||
{
|
||||
GameCamera gameCamera = Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
|
||||
|
||||
GameCamera gameCamera =
|
||||
Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
|
||||
|
||||
gameCamera.Initialize(elementName, id, tags);
|
||||
gameCamera.parentElement = parentElement;
|
||||
gameCamera.cameraViewType = cameraViewType;
|
||||
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
|
||||
gameCamera.perspectiveAngle = perspectiveAngle;
|
||||
gameCamera.orthographicSize = orthographicSize;
|
||||
gameCamera.transformSubmodule = new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
|
||||
gameCamera.transformSubmodule =
|
||||
new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
|
||||
gameCamera.cameraTransform = gameCamera.transform;
|
||||
|
||||
gameCamera.SetParent(parentElement);
|
||||
@@ -41,7 +43,7 @@ namespace Ichni.RhythmGame
|
||||
return gameCamera;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public partial class GameCamera
|
||||
{
|
||||
public enum CameraViewType
|
||||
@@ -51,7 +53,7 @@ namespace Ichni.RhythmGame
|
||||
Orthographic = 1
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public partial class GameCamera
|
||||
{
|
||||
public override void SetTransformObserver()
|
||||
@@ -69,11 +71,12 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
offset += eulerOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
|
||||
rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
|
||||
transformSubmodule.eulerAnglesDirtyMark = false;
|
||||
}
|
||||
|
||||
|
||||
if (transformSubmodule.positionDirtyMark)
|
||||
{
|
||||
Vector3 offset = Vector3.zero;
|
||||
@@ -81,6 +84,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
offset += posOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
|
||||
positionPoint.localPosition = transformSubmodule.currentPosition;
|
||||
transformSubmodule.positionDirtyMark = false;
|
||||
@@ -88,4 +92,56 @@ namespace Ichni.RhythmGame
|
||||
}).AddTo(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public partial class GameCamera
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.GameCamera_BM(elementName, elementGuid, tags, parentElement.matchedBM,
|
||||
cameraViewType, perspectiveAngle, orthographicSize, transformSubmodule.currentPosition,
|
||||
transformSubmodule.currentEulerAngles);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class GameCamera_BM : BaseElement_BM
|
||||
{
|
||||
public GameCamera.CameraViewType cameraViewType;
|
||||
public float perspectiveAngle;
|
||||
public float orthographicSize;
|
||||
public Vector3 initialPosition;
|
||||
public Vector3 initialEulerAngles;
|
||||
|
||||
public GameCamera_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public GameCamera_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
BaseElement_BM attachedElement,
|
||||
GameCamera.CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
|
||||
Vector3 initialPosition, Vector3 initialEulerAngles)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.cameraViewType = cameraViewType;
|
||||
this.perspectiveAngle = perspectiveAngle;
|
||||
this.orthographicSize = orthographicSize;
|
||||
this.initialPosition = initialPosition;
|
||||
this.initialEulerAngles = initialEulerAngles;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
GameCamera.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
|
||||
cameraViewType, perspectiveAngle, orthographicSize, initialPosition, initialEulerAngles);
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return GameCamera.GenerateElement(elementName, elementGuid, tags, parent, cameraViewType,
|
||||
perspectiveAngle, orthographicSize, initialPosition, initialEulerAngles);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class NoteVisualBase : SubstantialObject
|
||||
public abstract class NoteVisualBase : SubstantialObject
|
||||
{
|
||||
public NoteBase note;
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class SubstantialObject : BaseElement
|
||||
public abstract class SubstantialObject : BaseElement
|
||||
{
|
||||
public string themeBundleName, objectName;
|
||||
|
||||
|
||||
@@ -12,29 +12,31 @@ namespace Ichni.RhythmGame
|
||||
public partial class PathNode : BaseElement
|
||||
{
|
||||
public ColorSubmodule colorSubmodule;
|
||||
|
||||
|
||||
public Track track;
|
||||
|
||||
|
||||
public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
|
||||
|
||||
|
||||
public SplinePoint node;
|
||||
|
||||
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
|
||||
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
Track track, Vector3 nodePosition, Vector3 nodeNormal, float nodeSize, Color nodeColor)
|
||||
{
|
||||
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
|
||||
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform)
|
||||
.GetComponent<PathNode>();
|
||||
|
||||
pathNode.Initialize(elementName, id, tags);
|
||||
pathNode.track = track;
|
||||
//pathNode.index = index;
|
||||
|
||||
pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
|
||||
pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition,
|
||||
Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
|
||||
pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
|
||||
pathNode.colorSubmodule = new ColorSubmodule(pathNode, nodeColor);
|
||||
|
||||
|
||||
track.trackPathSubmodule.pathNodeList.Add(pathNode);
|
||||
pathNode.SetParent(track);
|
||||
|
||||
|
||||
return pathNode;
|
||||
}
|
||||
|
||||
@@ -47,7 +49,7 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public partial class PathNode
|
||||
{
|
||||
public override void Refresh()
|
||||
@@ -61,4 +63,53 @@ namespace Ichni.RhythmGame
|
||||
track.trackPathSubmodule.SetPathNode(this);
|
||||
}
|
||||
}
|
||||
|
||||
public partial class PathNode
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM, index,
|
||||
node.position, node.normal, node.size, node.color);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class PathNode_BM : BaseElement_BM
|
||||
{
|
||||
public int index;
|
||||
public Vector3 position;
|
||||
public Vector3 normal;
|
||||
public float size;
|
||||
public Color color;
|
||||
|
||||
public PathNode_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
|
||||
int index, Vector3 position, Vector3 normal, float size, Color color)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.index = index;
|
||||
this.position = position;
|
||||
this.normal = normal;
|
||||
this.size = size;
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags,
|
||||
GetElement(attachedElementGuid) as Track, position, normal, size, color);
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return PathNode.GenerateElement(elementName, elementGuid, tags, parent as Track,
|
||||
position, normal, size, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,7 +7,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class CrossTrackPoint : BaseElement
|
||||
public partial class CrossTrackPoint : BaseElement
|
||||
{
|
||||
public ElementFolder trackListFolder;
|
||||
public Track nowAttachedTrack;
|
||||
@@ -56,4 +56,45 @@ namespace Ichni.RhythmGame
|
||||
trackPositioner.SetPercent(trackPercent.value);
|
||||
}
|
||||
}
|
||||
|
||||
public partial class CrossTrackPoint
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class CrossTrackPoint_BM : BaseElement_BM
|
||||
{
|
||||
public FlexibleInt trackSwitch;
|
||||
public FlexibleFloat trackPercent;
|
||||
public CrossTrackPoint_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.trackSwitch = trackSwitch;
|
||||
this.trackPercent = trackPercent;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
|
||||
trackSwitch, trackPercent);
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
|
||||
trackSwitch, trackPercent);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,16 +7,17 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class TrackHeadPoint : BaseElement
|
||||
public partial class TrackHeadPoint : BaseElement
|
||||
{
|
||||
public Track track;
|
||||
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
|
||||
public SplinePositioner trackPositioner;
|
||||
|
||||
|
||||
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
|
||||
{
|
||||
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
|
||||
|
||||
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
|
||||
.AddComponent<TrackHeadPoint>();
|
||||
|
||||
head.Initialize(elementName, id, tags);
|
||||
head.track = track;
|
||||
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
|
||||
@@ -34,4 +35,40 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public partial class TrackHeadPoint
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class TrackHeadPoint_BM : BaseElement_BM
|
||||
{
|
||||
public TrackHeadPoint_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
BaseElement_BM attachedElement)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
|
||||
GetElement(attachedElementGuid) as Track);
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
|
||||
/// <summary>
|
||||
/// 在轨道上根据百分比进行运动的点
|
||||
/// </summary>
|
||||
public class TrackPercentPoint : BaseElement
|
||||
public partial class TrackPercentPoint : BaseElement
|
||||
{
|
||||
public Track track;
|
||||
public SplinePositioner trackPositioner;
|
||||
@@ -56,4 +56,41 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public partial class TrackPercentPoint
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.TrackPercentPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackPercent.ConvertToBM());
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class TrackPercentPoint_BM : BaseElement_BM
|
||||
{
|
||||
public FlexibleFloat_BM trackPercent;
|
||||
public TrackPercentPoint_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public TrackPercentPoint_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
BaseElement_BM attachedElement, FlexibleFloat_BM trackPercent)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.trackPercent = trackPercent;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, parent as Track, trackPercent.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,13 +5,13 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public class Trail : BaseElement
|
||||
public partial class Trail : BaseElement
|
||||
{
|
||||
public TrailRenderer trailRenderer;
|
||||
public Material renderMaterial;
|
||||
|
||||
public float visibleTimeLength;
|
||||
|
||||
|
||||
public static Trail GenerateElement(string name, Guid id, List<string> tags,
|
||||
BaseElement parentElement, float visibleTimeLength, Material material = null)
|
||||
{
|
||||
@@ -19,14 +19,57 @@ namespace Ichni.RhythmGame
|
||||
trail.trailRenderer = trail.GetComponent<TrailRenderer>();
|
||||
|
||||
trail.Initialize(name, id, tags);
|
||||
trail.renderMaterial = material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
|
||||
trail.renderMaterial =
|
||||
material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
|
||||
trail.trailRenderer.material = trail.renderMaterial;
|
||||
trail.visibleTimeLength = visibleTimeLength;
|
||||
trail.SetParent(parentElement);
|
||||
|
||||
|
||||
trail.transformSubmodule = new TransformSubmodule(trail);
|
||||
|
||||
|
||||
return trail;
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Trail
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM, visibleTimeLength,
|
||||
renderMaterial);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class Trail_BM : BaseElement_BM
|
||||
{
|
||||
public float visibleTimeLength;
|
||||
public Material renderMaterial;
|
||||
|
||||
public Trail_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Trail_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
|
||||
float visibleTimeLength, Material renderMaterial)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.visibleTimeLength = visibleTimeLength;
|
||||
this.renderMaterial = renderMaterial;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = Trail.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
|
||||
visibleTimeLength, renderMaterial);
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
return Trail.GenerateElement(elementName, elementGuid, tags, parent, visibleTimeLength, renderMaterial);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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.ThemeBundles.Basic
|
||||
{
|
||||
public class BasicNoteVisual : NoteVisualBase
|
||||
public partial class BasicNoteVisual : NoteVisualBase
|
||||
{
|
||||
public new static BasicNoteVisual GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
string themeBundleName, string objectName,
|
||||
@@ -33,4 +34,49 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
|
||||
return noteVisual;
|
||||
}
|
||||
}
|
||||
|
||||
public partial class BasicNoteVisual
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class BasicNoteVisual_BM : BaseElement_BM
|
||||
{
|
||||
public BasicNoteVisual_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public BasicNoteVisual_BM(string elementName, Guid id, List<string> tags, BaseElement_BM parent,
|
||||
string themeBundleName, string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale) :
|
||||
base(elementName, id, tags, parent)
|
||||
{
|
||||
this.elementName = elementName;
|
||||
this.elementGuid = id;
|
||||
this.tags = tags;
|
||||
// this.themeBundleName = themeBundleName;
|
||||
// this.objectName = objectName;
|
||||
// this.position = position;
|
||||
// this.eulerAngles = eulerAngles;
|
||||
// this.scale = scale;
|
||||
// this.parent = parent;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
//TODO: 生成NoteVisual
|
||||
}
|
||||
|
||||
public override BaseElement DuplicateBM(BaseElement parent)
|
||||
{
|
||||
//TODO: 生成NoteVisual
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user