This commit is contained in:
SoulliesOfficial
2026-04-05 03:14:24 -04:00
parent 1e11f95976
commit c392ae4949
116 changed files with 326290 additions and 954253 deletions

View File

@@ -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);
}
}
}
}
}