This commit is contained in:
SoulliesOfficial
2026-05-02 07:36:34 -04:00
parent e02c7f5e89
commit d47f5ac4ab
144 changed files with 1209351 additions and 63850 deletions

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using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
[System.Serializable]
public class DTMConstellation_BM : EnvironmentObject_BM
{
// Constellation Settings
public int maxParticles = 10;
public int maxLineCount = 12;
public Vector3 spreadSize = new Vector3(20f, 20f, 20f);
public int maxConnectionsPerStar = 3;
// Visual Settings
public float maxConnectionDistance = 20f;
public float activeStarSize = 1f;
public float lineWidth = 0.1f;
// Particle Motion Settings
public Vector3 orbitalVelocity = Vector3.one * 0.1f;
public float angularVelocity = 60f;
// 颜色由 ColorSubmodule_BM 统一管理,此处不存储
public DTMConstellation_BM()
{
}
public DTMConstellation_BM(
string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName, bool isStatic,
int maxParticles, int maxLineCount,
Vector3 spreadSize, int maxConnectionsPerStar,
float maxConnectionDistance, float activeStarSize, float lineWidth,
Vector3 orbitalVelocity, float angularVelocity)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
{
this.maxParticles = maxParticles;
this.maxLineCount = maxLineCount;
this.spreadSize = spreadSize;
this.maxConnectionsPerStar = maxConnectionsPerStar;
this.maxConnectionDistance = maxConnectionDistance;
this.activeStarSize = activeStarSize;
this.lineWidth = lineWidth;
this.orbitalVelocity = orbitalVelocity;
this.angularVelocity = angularVelocity;
}
public override void ExecuteBM()
{
matchedElement = DTMConstellation.GenerateElement(
elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
maxParticles, maxLineCount,
spreadSize, maxConnectionsPerStar,
maxConnectionDistance, activeStarSize, lineWidth,
orbitalVelocity, angularVelocity);
}
public override GameElement DuplicateBM(GameElement parent)
{
return DTMConstellation.GenerateElement(
elementName, Guid.NewGuid(), tags, true,
themeBundleName, objectName, parent, isStatic,
maxParticles, maxLineCount,
spreadSize, maxConnectionsPerStar,
maxConnectionDistance, activeStarSize, lineWidth,
orbitalVelocity, angularVelocity);
}
}
}

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fileFormatVersion: 2
guid: 5cb7116edc0bcd84a996accd3a1b0ea3

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using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMConstellation
{
#region [Editor] Inspection & Save
public override void SaveBM()
{
matchedBM = new DTMConstellation_BM(
elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
maxParticles, maxLineCount,
spreadSize, maxConnectionsPerStar,
maxConnectionDistance, activeStarSize, lineWidth,
orbitalVelocity, angularVelocity);
}
public override void SetUpInspector()
{
// base.SetUpInspector() 会自动生成 ColorSubmodule 的 UIBaseColor + EmissionColor
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
// ── 星座核心参数 ──────────────────────────────────────────────
var mainContainer = inspector.GenerateContainer("DTMConstellation");
var mainSettings = mainContainer.GenerateSubcontainer(3);
inspector.GenerateInputField(this, mainSettings, "Max Particles", nameof(maxParticles));
inspector.GenerateInputField(this, mainSettings, "Max Line Count", nameof(maxLineCount));
inspector.GenerateInputField(this, mainSettings, "Max Connections Per Star", nameof(maxConnectionsPerStar));
inspector.GenerateInputField(this, mainSettings, "Max Connection Distance", nameof(maxConnectionDistance));
// ── 散布体积 ──────────────────────────────────────────────────
var spreadContainer = inspector.GenerateContainer("Spread Volume");
var spreadSettings = spreadContainer.GenerateSubcontainer(1);
inspector.GenerateVector3InputField(this, spreadSettings, "Spread Size", nameof(spreadSize));
// ── 视觉参数 ─────────────────────────────────────────────────
var visualContainer = inspector.GenerateContainer("Visual");
var visualSettings = visualContainer.GenerateSubcontainer(3);
inspector.GenerateInputField(this, visualSettings, "Active Star Size", nameof(activeStarSize));
inspector.GenerateInputField(this, visualSettings, "Line Width", nameof(lineWidth));
// ── 粒子运动 ─────────────────────────────────────────────────
var motionContainer = inspector.GenerateContainer("Particle Motion");
var motionSettings = motionContainer.GenerateSubcontainer(1);
inspector.GenerateVector3InputField(this, motionSettings, "Orbital Velocity", nameof(orbitalVelocity));
inspector.GenerateInputField(this, motionSettings, "Angular Velocity", nameof(angularVelocity));
// ── 刷新操作按钮 ──────────────────────────────────────────────
var actionContainer = inspector.GenerateContainer("Constellation Actions");
var actionSettings = actionContainer.GenerateSubcontainer(2);
inspector.GenerateButton(this, actionSettings, "Refresh This", () =>
{
GenerateSingleConstellation();
});
inspector.GenerateButton(this, actionSettings, "Refresh All", () =>
{
var allConstellations = FindObjectsByType<DTMConstellation>(FindObjectsSortMode.None);
foreach (var c in allConstellations)
c.GenerateSingleConstellation();
});
}
#endregion
}
}

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fileFormatVersion: 2
guid: 7e98444d2c711354e91cae0fae56210d

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@@ -34,11 +34,15 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
inspector.GenerateInputField(this, subcontainer, "Base Speed", nameof(baseSpeed)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateToggle(this, subcontainer, "Enable Outer Border", nameof(enableOuterBorder)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateBaseColorPicker(this, subcontainer, "Outer Border Color", nameof(outerBorderColor)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Outer Border Width", nameof(outerBorderWidth)).AddListenerFunction(UpdateMaterialProperties);
var colorContainer = container.GenerateSubcontainer(1, 280f);
inspector.GenerateBaseColorPicker(this, colorContainer, "Outer Border Color", nameof(outerBorderColor)).AddListenerFunction(UpdateMaterialProperties);
var subcontainer2 = container.GenerateSubcontainer(3);
inspector.GenerateInputField(this, subcontainer2, "Outer Border Width", nameof(outerBorderWidth)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Fade Far", nameof(fadeFar)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Fade Near", nameof(fadeNear)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer2, "Fade Far", nameof(fadeFar)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer2, "Fade Near", nameof(fadeNear)).AddListenerFunction(UpdateMaterialProperties);
}
#endregion
}

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using Unity.Burst;
using Random = UnityEngine.Random;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMConstellation : EnvironmentObject
{
[Header("Core References")]
[Tooltip("拖入用于生成节点的粒子系统")]
public ParticleSystem starParticleSystem;
[Tooltip("拖入用于渲染连线的 MeshFilter")]
public MeshFilter lineMeshFilter;
[SerializeField]
private Camera mainCam;
[Header("Constellation Settings (星座设置)")]
[Tooltip("这个星座包含的星星总数")]
public int maxParticles = 10;
[Tooltip("整个星座允许产生的最大连线数量")]
public int maxLineCount = 12;
// 【修改】:使用 Vector3 代替单轴 Radius控制长方体生成体积
[Tooltip("星座的散布体积 (长宽高)")]
public Vector3 spreadSize = new Vector3(20f, 20f, 20f);
[Tooltip("单颗星星的最大连线数 (建议设置在 2 到 4 之间)")]
public int maxConnectionsPerStar = 3;
[Header("Visual Settings (视觉设置)")]
public float maxConnectionDistance = 20f;
public float activeStarSize = 1f;
public float lineWidth = 0.1f;
[Header("Particle Motion Settings (粒子运动设置)")]
[Tooltip("星系整体的轨道旋转速度 (Velocity over Lifetime -> Orbital)")]
public Vector3 orbitalVelocity = Vector3.one * 0.1f;
[Tooltip("星星自身的旋转角速度 (Rotation over Lifetime -> Angular Velocity)")]
public float angularVelocity = 60f;
// 【新增】:连线 Mesh 的渲染器,用于同步 EmissionColor 到材质
public Renderer lineRenderer;
public override bool haveBaseColor => true;
public override bool haveEmissionColor => true;
private ParticleSystem.Particle[] particles;
private Mesh lineMesh;
private bool hasInitializedSpawning = false;
public static DTMConstellation GenerateElement(
string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName,
GameElement parentElement, bool isStatic,
int maxParticles, int maxLineCount,
Vector3 spreadSize, int maxConnectionsPerStar,
float maxConnectionDistance, float activeStarSize, float lineWidth,
Vector3 orbitalVelocity, float angularVelocity)
{
DTMConstellation constellation = EnvironmentObject.GenerateElement(
elementName, id, tags, isFirstGenerated,
themeBundleName, objectName, parentElement, isStatic)
.GetComponent<DTMConstellation>();
constellation.maxParticles = maxParticles;
constellation.maxLineCount = maxLineCount;
constellation.spreadSize = spreadSize;
constellation.maxConnectionsPerStar = maxConnectionsPerStar;
constellation.maxConnectionDistance = maxConnectionDistance;
constellation.activeStarSize = activeStarSize;
constellation.lineWidth = lineWidth;
constellation.orbitalVelocity = orbitalVelocity;
constellation.angularVelocity = angularVelocity;
return constellation;
}
public override void FirstSetUpObject(bool isFirstGenerated)
{
// 粒子数组和 Mesh 在此初始化Prefab 实例化后立即运行)
mainCam = EditorManager.instance.cameraManager.gameCamera.cam ?? Camera.main;
particles = new ParticleSystem.Particle[maxParticles];
lineMesh = new Mesh();
lineMesh.name = "Constellation_Lines_Mesh";
lineMesh.MarkDynamic();
if (lineMeshFilter != null) lineMeshFilter.sharedMesh = lineMesh;
var psRenderer = starParticleSystem?.GetComponent<ParticleSystemRenderer>();
if (psRenderer != null) psRenderer.enabled = true;
if (starParticleSystem != null)
{
var emission = starParticleSystem.emission;
emission.enabled = false;
}
// 实例化连线材质,确保 EmissionColor 修改不污染共享资源
if (lineRenderer != null)
lineRenderer.InitializeShader();
}
public override void AfterInitialize()
{
base.AfterInitialize();
ApplyColorSubmodule();
}
public override void Refresh()
{
base.Refresh();
ApplyColorSubmodule();
}
public override void OnDirtyRefresh(Dictionary<string, bool> flags)
{
ApplyColorSubmodule();
}
/// <summary>将 colorSubmodule 的当前颜色同步到粒子和线条材质</summary>
private void ApplyColorSubmodule()
{
if (colorSubmodule == null) return;
// BaseColor → 粒子 startColor重新发射时使用或逐帧设置已存粒子
if (particles != null)
{
int aliveCount = starParticleSystem != null
? starParticleSystem.GetParticles(particles)
: 0;
Color32 c32 = colorSubmodule.currentBaseColor;
for (int i = 0; i < aliveCount; i++)
particles[i].startColor = c32;
if (aliveCount > 0 && starParticleSystem != null)
starParticleSystem.SetParticles(particles, aliveCount);
}
// EmissionColor → 连线材质
if (lineRenderer != null && lineRenderer.material != null)
{
starParticleSystem.GetComponent<ParticleSystemRenderer>().material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
lineRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
Debug.Log($"Applied EmissionColor {colorSubmodule.GetCurrentEmissionColor()} to line material of {objectName}");
}
}
void Update()
{
if (!hasInitializedSpawning)
{
GenerateSingleConstellation();
hasInitializedSpawning = true;
}
}
[Button("Refresh Constellation")]
public void GenerateSingleConstellation()
{
starParticleSystem.Stop();
starParticleSystem.Clear();
// --- 【新增】:通过代码接管并设置 Velocity over Lifetime 模块 ---
// 注意:如果轨道旋转不为零,则强制开启该模块
var vol = starParticleSystem.velocityOverLifetime;
if (orbitalVelocity != Vector3.zero)
{
vol.enabled = true;
vol.orbitalX = new ParticleSystem.MinMaxCurve(orbitalVelocity.x);
vol.orbitalY = new ParticleSystem.MinMaxCurve(orbitalVelocity.y);
vol.orbitalZ = new ParticleSystem.MinMaxCurve(orbitalVelocity.z);
}
else
{
vol.enabled = false;
}
// --- 【新增】:通过代码接管并设置 Rotation over Lifetime 模块 ---
var rol = starParticleSystem.rotationOverLifetime;
if (angularVelocity != 0f)
{
rol.enabled = true;
// 对于普通的 Billboard 粒子Z 轴旋转就是屏幕空间上的二维自转
rol.z = new ParticleSystem.MinMaxCurve(angularVelocity * Mathf.Deg2Rad); // 转换为弧度
}
else
{
rol.enabled = false;
}
ParticleSystem.EmitParams emitParams = new ParticleSystem.EmitParams();
for (int i = 0; i < maxParticles; i++)
{
float x = Random.Range(-spreadSize.x * 0.5f, spreadSize.x * 0.5f);
float y = Random.Range(-spreadSize.y * 0.5f, spreadSize.y * 0.5f);
float z = Random.Range(-spreadSize.z * 0.5f, spreadSize.z * 0.5f);
emitParams.position = new Vector3(x, y, z);
// startColor 使用 colorSubmodule 的当前 BaseColor单色
emitParams.startColor = colorSubmodule != null
? (Color32)colorSubmodule.currentBaseColor
: new Color32(0, 255, 255, 255);
// 为了让自身旋转可见,可以在生成时赋予一个随机的初始旋转角度
emitParams.rotation3D = new Vector3(0, 0, Random.Range(0f, 360f));
starParticleSystem.Emit(emitParams, 1);
}
starParticleSystem.Play();
}
void LateUpdate()
{
if (starParticleSystem == null || lineMeshFilter == null) return;
int aliveCount = starParticleSystem.GetParticles(particles);
if (aliveCount < 2)
{
lineMesh.Clear();
return;
}
int processCount = Mathf.Min(aliveCount, maxParticles);
NativeArray<Vector3> positions = new NativeArray<Vector3>(processCount, Allocator.TempJob);
NativeArray<Color32> starColors = new NativeArray<Color32>(processCount, Allocator.TempJob);
NativeArray<int> connectionCounts = new NativeArray<int>(processCount, Allocator.TempJob);
NativeArray<bool> adjacencyMatrix = new NativeArray<bool>(processCount * processCount, Allocator.TempJob);
for (int i = 0; i < processCount; i++)
{
positions[i] = particles[i].position;
starColors[i] = particles[i].GetCurrentColor(starParticleSystem);
}
NativeList<Vector3> lineVertices = new NativeList<Vector3>(maxLineCount * 4, Allocator.TempJob);
NativeList<Color32> lineColors = new NativeList<Color32>(maxLineCount * 4, Allocator.TempJob);
NativeList<int> lineIndices = new NativeList<int>(maxLineCount * 6, Allocator.TempJob);
ConstellationJob job = new ConstellationJob
{
positions = positions,
colors = starColors,
sqrMaxDistance = maxConnectionDistance * maxConnectionDistance,
lineWidth = lineWidth,
maxLineCount = maxLineCount,
maxConnectionsPerStar = maxConnectionsPerStar,
cameraForward = mainCam.transform.forward,
lineVertices = lineVertices,
lineColors = lineColors,
lineIndices = lineIndices,
connectionCounts = connectionCounts,
adjacencyMatrix = adjacencyMatrix
};
JobHandle handle = job.Schedule();
handle.Complete();
for (int i = 0; i < processCount; i++)
{
particles[i].startSize = connectionCounts[i] > 0 ? activeStarSize : 0f;
}
starParticleSystem.SetParticles(particles, aliveCount);
lineMesh.Clear();
lineMesh.SetVertices(lineVertices.AsArray());
lineMesh.SetColors(lineColors.AsArray());
lineMesh.SetIndices(lineIndices.AsArray(), MeshTopology.Triangles, 0);
lineMesh.RecalculateBounds();
positions.Dispose();
starColors.Dispose();
lineVertices.Dispose();
lineColors.Dispose();
lineIndices.Dispose();
connectionCounts.Dispose();
adjacencyMatrix.Dispose();
}
}
[BurstCompile(CompileSynchronously = true)]
public struct ConstellationJob : IJob
{
public NativeArray<Vector3> positions;
public NativeArray<Color32> colors;
public float sqrMaxDistance;
public float lineWidth;
public int maxLineCount;
public int maxConnectionsPerStar;
public Vector3 cameraForward;
public NativeList<Vector3> lineVertices;
public NativeList<Color32> lineColors;
public NativeList<int> lineIndices;
public NativeArray<int> connectionCounts;
public NativeArray<bool> adjacencyMatrix;
public void Execute()
{
int count = positions.Length;
int currentLineCount = 0;
int vertexOffset = 0;
for (int i = 0; i < count; i++)
{
if (currentLineCount >= maxLineCount) break;
if (connectionCounts[i] >= maxConnectionsPerStar) continue;
for (int j = i + 1; j < count; j++)
{
if (currentLineCount >= maxLineCount) break;
if (connectionCounts[j] >= maxConnectionsPerStar) continue;
if (connectionCounts[i] == 0 || connectionCounts[j] == 0)
{
float distSq = (positions[i] - positions[j]).sqrMagnitude;
if (distSq < sqrMaxDistance)
{
AddLine(i, j, ref vertexOffset, count);
currentLineCount++;
if (connectionCounts[i] >= maxConnectionsPerStar)
{
break;
}
}
}
}
}
for (int i = 0; i < count; i++)
{
if (currentLineCount >= maxLineCount) break;
if (connectionCounts[i] >= maxConnectionsPerStar) continue;
for (int j = i + 1; j < count; j++)
{
if (currentLineCount >= maxLineCount) break;
if (connectionCounts[j] >= maxConnectionsPerStar) continue;
if (adjacencyMatrix[i * count + j]) continue;
float distSq = (positions[i] - positions[j]).sqrMagnitude;
if (distSq < sqrMaxDistance)
{
AddLine(i, j, ref vertexOffset, count);
currentLineCount++;
if (connectionCounts[i] >= maxConnectionsPerStar)
{
break;
}
}
}
}
}
private void AddLine(int i, int j, ref int vertexOffset, int count)
{
Vector3 posA = positions[i];
Vector3 posB = positions[j];
Vector3 direction = posB - posA;
float dirLength = direction.magnitude;
if (dirLength < 0.0001f) return;
direction /= dirLength;
Vector3 perpDir = Vector3.Cross(direction, cameraForward);
if (perpDir.sqrMagnitude < 0.00001f) return;
Vector3 perp = perpDir.normalized * (lineWidth * 0.5f);
lineVertices.Add(posA + perp);
lineVertices.Add(posA - perp);
lineVertices.Add(posB - perp);
lineVertices.Add(posB + perp);
lineColors.Add(colors[i]);
lineColors.Add(colors[i]);
lineColors.Add(colors[j]);
lineColors.Add(colors[j]);
lineIndices.Add(vertexOffset + 0);
lineIndices.Add(vertexOffset + 1);
lineIndices.Add(vertexOffset + 2);
lineIndices.Add(vertexOffset + 0);
lineIndices.Add(vertexOffset + 2);
lineIndices.Add(vertexOffset + 3);
vertexOffset += 4;
connectionCounts[i]++;
connectionCounts[j]++;
adjacencyMatrix[i * count + j] = true;
}
}
}

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fileFormatVersion: 2
guid: 8ba3055fc57abcb41811796e6a0ed3aa

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@@ -72,6 +72,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
dtmTrail.widthCurve = widthCurve ?? DefaultWidthCurve();
dtmTrail.trailAlphaGradient = trailGradient ?? DefaultTrailGradient();
if(isFirstGenerated) dtmTrail.AfterInitialize();
return dtmTrail;
}

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@@ -115,6 +115,12 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
effect.Recover();
}
}
Vector2 posOffset = new Vector2(transformSubmodule.currentPosition.x, transformSubmodule.currentPosition.y);
hold.trackPositioner.motion.offset = posOffset;
meshGenerator.offset = posOffset;
headPoint.motion.offset = posOffset;
tailPoint.motion.offset = posOffset;
}
#endregion
}