修复
This commit is contained in:
@@ -30,7 +30,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 1
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: 3001
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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@@ -135,7 +135,7 @@ Material:
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- _OcclusionStrength: 1
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- _Opacity: 0
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- _Parallax: 0.005
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- _QueueControl: 0
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- _QueueControl: 1
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _Smoothness: 0.5
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@@ -172,3 +172,4 @@ Material:
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- _Vector0: {r: -0.05, g: 1, b: 0, a: 0}
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- _colorremap: {r: 0.5, g: 1, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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@@ -17,7 +17,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 1
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: 3002
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stringTagMap: {}
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disabledShaderPasses:
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- MOTIONVECTORS
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@@ -112,7 +112,7 @@ Material:
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- _OcclusionStrength: 1
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- _Outline_Thickness: 0.0081
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- _Parallax: 0.005
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- _QueueControl: 0
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- _QueueControl: 1
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _Smoothness: 0.5
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37449
Assets/FR2_Cache.asset
37449
Assets/FR2_Cache.asset
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.RhythmGame.Beatmap
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{
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@@ -23,6 +24,9 @@ namespace Ichni.RhythmGame.Beatmap
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public override void ExecuteBM()
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{
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if(GetElement(attachedElementGuid) == null)
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Debug.Log($"Swirl_BM ExecuteBM failed: attached element with guid {attachedElementGuid} not found");
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matchedElement = Swirl.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
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}
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@@ -23,6 +23,7 @@ namespace Ichni.RhythmGame.Beatmap
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public override void ExecuteBM()
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{
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attachedElement = GameElement_BM.GetElement(attachedElementGuid);
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//if(attachedElement == null) Debug.Log(attachedElementGuid);
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(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
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new TimeDurationSubmodule(attachedElement, isOverridingDuration, startTime, endTime);
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}
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@@ -26,6 +26,7 @@ namespace Ichni.RhythmGame.Beatmap
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attachedElement = GameElement_BM.GetElement(attachedElementGuid);
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(attachedElement as IHaveTransformSubmodule).transformSubmodule =
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new TransformSubmodule(attachedElement, originalPosition, originalEulerAngles, originalScale);
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}
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public override void DuplicateBM(GameElement attached)
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@@ -21,8 +21,8 @@ namespace Ichni.RhythmGame
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var container = inspector.GenerateContainer("Property Animation Color");
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var settings = container.GenerateSubcontainer(3);
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inspector.GenerateInputField(this, settings, "Component Name", nameof(componentName));
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inspector.GenerateInputField(this, settings, "Property Name", nameof(propertyName));
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inspector.GenerateInputField(this, settings, "Component Name", nameof(componentName)).AddListenerFunction(() => AfterInitialize());
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inspector.GenerateInputField(this, settings, "Property Name", nameof(propertyName)).AddListenerFunction(() => AfterInitialize());
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var graphicEditor = inspector.GenerateButton(this, settings, "GraphicEditor", () =>
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{
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@@ -20,8 +20,8 @@ namespace Ichni.RhythmGame
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var container = inspector.GenerateContainer("Property Animation Float");
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var settings = container.GenerateSubcontainer(3);
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inspector.GenerateInputField(this, settings, "Component Name", nameof(componentName));
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inspector.GenerateInputField(this, settings, "Property Name", nameof(propertyName));
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inspector.GenerateInputField(this, settings, "Component Name", nameof(componentName)).AddListenerFunction(() => AfterInitialize());
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inspector.GenerateInputField(this, settings, "Property Name", nameof(propertyName)).AddListenerFunction(() => AfterInitialize());
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var graphicEditor = inspector.GenerateButton(this, settings, "GraphicEditor", () =>
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{
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@@ -20,8 +20,8 @@ namespace Ichni.RhythmGame
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var container = inspector.GenerateContainer("Property Animation Vector3");
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var settings = container.GenerateSubcontainer(3);
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inspector.GenerateInputField(this, settings, "Component Name", nameof(componentName));
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inspector.GenerateInputField(this, settings, "Property Name", nameof(propertyName));
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inspector.GenerateInputField(this, settings, "Component Name", nameof(componentName)).AddListenerFunction(() => AfterInitialize());
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inspector.GenerateInputField(this, settings, "Property Name", nameof(propertyName)).AddListenerFunction(() => AfterInitialize());
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var graphicEditor = inspector.GenerateButton(this, settings, "GraphicEditor", () =>
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{
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@@ -12,13 +12,12 @@ namespace Ichni.RhythmGame
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Color");
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var subcontainer = container.GenerateSubcontainer(1, 300f);
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if ((attachedGameElement as IHaveColorSubmodule).haveBaseColor)
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{
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var baseColor = inspector.GenerateBaseColorPicker(this, subcontainer, "Base Color", nameof(originalBaseColor));
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var subBase = container.GenerateSubcontainer(1, 280f);
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var baseColor = inspector.GenerateBaseColorPicker(this, subBase, "Base Color", nameof(originalBaseColor));
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baseColor.AddListenerFunction(Refresh);
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var hsvDrawer = inspector.GenerateHsvDrawer(this, subcontainer, "HSV", nameof(originalBaseColor));
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var hsvDrawer = inspector.GenerateHsvDrawer(this, subBase, "HSV", nameof(originalBaseColor));
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hsvDrawer.AddListenerFunction(Refresh);
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baseColor.hsvDrawer = hsvDrawer;
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hsvDrawer.baseColorPicker = baseColor;
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@@ -33,7 +32,8 @@ namespace Ichni.RhythmGame
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if ((attachedGameElement as IHaveColorSubmodule).haveEmissionColor)
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{
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var emissionColor = inspector.GenerateEmissionColorPicker(this, subcontainer, "Emission Color",
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var subEmission = container.GenerateSubcontainer(1, 320f);
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var emissionColor = inspector.GenerateEmissionColorPicker(this, subEmission, "Emission Color",
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nameof(emissionEnabled), nameof(originalEmissionColor), nameof(originalEmissionIntensity));
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emissionColor.AddListenerFunction(Refresh);
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@@ -21,7 +21,7 @@ namespace Ichni.RhythmGame
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inspector.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve)).SetAsCustomCurve();
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});
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var colorSettings = container.GenerateSubcontainer(1);
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var colorSettings = container.GenerateSubcontainer(1, 280f);
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var colorField = inspector.GenerateBaseColorPicker(this, colorSettings, "Color", nameof(color));
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SetRemove(effectSettings);
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}
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@@ -45,10 +45,22 @@ namespace Ichni.RhythmGame
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}
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#endregion
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#region [运行时刷新] Update & Tracking
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public void Update()
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public override void AfterInitialize()
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{
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if (track.timeDurationSubmodule.CheckTimeInDuration(SongTime))
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base.AfterInitialize();
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TrackManager.instance.RegisterHeadPoint(this);
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}
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public override void OnDelete()
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{
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base.OnDelete();
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TrackManager.instance.UnregisterHeadPoint(this);
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}
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#region [运行时刷新] Update & Tracking
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public void ManualTick(float songTime)
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{
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if (track.timeDurationSubmodule.CheckTimeInDuration(songTime))
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{
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trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
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}
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@@ -47,12 +47,24 @@ namespace Ichni.RhythmGame
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}
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#endregion
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public override void AfterInitialize()
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{
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base.AfterInitialize();
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TrackManager.instance.RegisterPercentPoint(this);
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}
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public override void OnDelete()
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{
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base.OnDelete();
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TrackManager.instance.UnregisterPercentPoint(this);
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}
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#region [刷新计算] Update & Refresh
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public void Update()
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public void ManualTick(float songTime)
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{
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if (trackPercent.animations.Count > 0)
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{
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trackPercent.UpdateFlexibleFloat(EditorManager.instance.songInformation.songTime);
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trackPercent.UpdateFlexibleFloat(songTime);
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if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
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{
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float finalValue = trackPercent.value;
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@@ -21,7 +21,8 @@ namespace Ichni
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private readonly List<CrossTrackPoint> _activeCrossPoints = new List<CrossTrackPoint>(50);
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private readonly List<ObjectTracker> _activeObjectTrackers = new List<ObjectTracker>(50);
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private readonly List<ParticleTracker> _activeParticleTrackers = new List<ParticleTracker>(50);
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// 注意:TrackHeadPoint / TrackPercentPoint 在编辑器中无对应的逐帧更新逻辑,暂不加入
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private readonly List<TrackHeadPoint> _activeHeadPoints = new List<TrackHeadPoint>(50);
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private readonly List<TrackPercentPoint> _activePercentPoints = new List<TrackPercentPoint>(50);
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#endregion
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#region [注册与注销] Registration
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@@ -48,6 +49,18 @@ namespace Ichni
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if (!_activeParticleTrackers.Contains(tracker)) _activeParticleTrackers.Add(tracker);
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}
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public void UnregisterParticleTracker(ParticleTracker tracker) => _activeParticleTrackers.Remove(tracker);
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public void RegisterHeadPoint(TrackHeadPoint point)
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{
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if (!_activeHeadPoints.Contains(point)) _activeHeadPoints.Add(point);
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}
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public void UnregisterHeadPoint(TrackHeadPoint point) => _activeHeadPoints.Remove(point);
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public void RegisterPercentPoint(TrackPercentPoint point)
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{
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if (!_activePercentPoints.Contains(point)) _activePercentPoints.Add(point);
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}
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public void UnregisterPercentPoint(TrackPercentPoint point) => _activePercentPoints.Remove(point);
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#endregion
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#region [中央集权主循环] Manager-Driven Tick
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@@ -90,6 +103,22 @@ namespace Ichni
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if (!tracker.isActiveAndEnabled) continue;
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tracker.ManualTick(songTime);
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}
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// 5. TrackHeadPoint:更新轨道头节点
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for (int i = 0; i < _activeHeadPoints.Count; i++)
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{
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var point = _activeHeadPoints[i];
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if (!point.isActiveAndEnabled) continue;
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point.ManualTick(songTime);
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}
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// 6. TrackPercentPoint:更新轨道百分比节点
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for (int i = 0; i < _activePercentPoints.Count; i++)
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{
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var point = _activePercentPoints[i];
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if (!point.isActiveAndEnabled) continue;
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point.ManualTick(songTime);
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}
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}
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#endregion
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}
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Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,5 @@
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File diff suppressed because it is too large
Load Diff
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||||
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||||
@@ -1,23 +0,0 @@
|
||||
{
|
||||
"ProjectInformation" : {
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.ProjectInformation_BM,Assembly-CSharp",
|
||||
"value" : {
|
||||
"projectName" : "Mr. Weq - Lunar Shade",
|
||||
"creatorName" : "FE",
|
||||
"editorVersion" : "0.1.0",
|
||||
"createTime" : "2026\/1\/15 19:53:06",
|
||||
"lastSaveTime" : "4\/3\/2026 3:51:48 AM",
|
||||
"selectedThemeBundleList" : [
|
||||
"basic","departure_to_multiverse","metropolis_on_orbit","shapes"
|
||||
],
|
||||
"tagManager" : {
|
||||
"tagMatchers" : [
|
||||
|
||||
]
|
||||
},
|
||||
"attachedElementGuid" : {
|
||||
"value" : "00000000-0000-0000-0000-000000000000"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
{
|
||||
"SongInformation" : {
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
|
||||
"value" : {
|
||||
"songName" : "Mr. Weq - Lunar Shade.wav",
|
||||
"bpm" : 90,
|
||||
"delay" : 1,
|
||||
"offset" : 0,
|
||||
"attachedElementGuid" : {
|
||||
"value" : "00000000-0000-0000-0000-000000000000"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
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@@ -4,21 +4,20 @@ using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using System.Collections.Generic;
|
||||
using Beatmap;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
// 以EnvironmentObject为基底,支持伪阴影shader参数刷新
|
||||
public class BasicEnvironmentObject : EnvironmentObject
|
||||
{
|
||||
[Header("Pseudo Shadow Settings")]
|
||||
public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
|
||||
[Header("Pseudo Shadow Settings")] public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
|
||||
|
||||
[Range(-1, 1)] public float shadowThreshold = 0.2f;
|
||||
[Range(0, 1)] public float shadowSmoothness = 0.5f;
|
||||
public bool useWorldLight = false;
|
||||
public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
|
||||
public override bool haveEmissionColor => true;
|
||||
|
||||
public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic,
|
||||
@@ -34,6 +33,7 @@ namespace Ichni.RhythmGame
|
||||
basicEnvObj.fakeLightDir = fakeLightDir;
|
||||
return basicEnvObj;
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
@@ -64,6 +64,7 @@ namespace Ichni.RhythmGame
|
||||
var shadowSettings2 = container.GenerateSubcontainer(1);
|
||||
var w = inspector.GenerateVector3InputField(this, shadowSettings2, "Fake Light Direction", nameof(fakeLightDir));
|
||||
}
|
||||
|
||||
public override void SaveBM()
|
||||
{
|
||||
base.SaveBM();
|
||||
@@ -72,44 +73,46 @@ namespace Ichni.RhythmGame
|
||||
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class BasicEnvironmentObject_BM : EnvironmentObject_BM
|
||||
namespace Beatmap
|
||||
{
|
||||
|
||||
public float shadowThreshold;
|
||||
public float shadowSmoothness;
|
||||
public bool useWorldLight;
|
||||
public Vector3 fakeLightDir;
|
||||
|
||||
public BasicEnvironmentObject_BM() { }
|
||||
|
||||
public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
|
||||
string themeBundleName, string objectName, bool isStatic,
|
||||
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
|
||||
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
|
||||
public class BasicEnvironmentObject_BM : EnvironmentObject_BM
|
||||
{
|
||||
|
||||
this.shadowThreshold = shadowThreshold;
|
||||
this.shadowSmoothness = shadowSmoothness;
|
||||
this.useWorldLight = useWorldLight;
|
||||
this.fakeLightDir = fakeLightDir;
|
||||
}
|
||||
public float shadowThreshold;
|
||||
public float shadowSmoothness;
|
||||
public bool useWorldLight;
|
||||
public Vector3 fakeLightDir;
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
||||
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
||||
}
|
||||
public BasicEnvironmentObject_BM()
|
||||
{
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return BasicEnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
|
||||
themeBundleName, objectName, parent, isStatic,
|
||||
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
||||
public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
|
||||
string themeBundleName, string objectName, bool isStatic,
|
||||
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
|
||||
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
|
||||
{
|
||||
|
||||
this.shadowThreshold = shadowThreshold;
|
||||
this.shadowSmoothness = shadowSmoothness;
|
||||
this.useWorldLight = useWorldLight;
|
||||
this.fakeLightDir = fakeLightDir;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
||||
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return BasicEnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
|
||||
themeBundleName, objectName, parent, isStatic,
|
||||
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user