效果模块,以及代码位置整理
This commit is contained in:
52
Assets/Scripts/EditorGame/Animations/AnimationBase.cs
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52
Assets/Scripts/EditorGame/Animations/AnimationBase.cs
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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 System.Linq;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Ichni.RhythmGame
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{
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public abstract class AnimationBase : GameElement, IHaveTimeDurationSubmodule
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{
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public GameElement animatedObject;
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public FlexibleReturnType animationReturnType;
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected abstract void UpdateAnimation(float songTime);
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protected virtual void Update()
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{
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if (timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songInformation.songTime))
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{
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UpdateAnimation(EditorManager.instance.songInformation.songTime);
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}
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}
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}
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namespace Beatmap
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{
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public abstract class AnimationBase_BM : GameElement_BM
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{
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public AnimationBase_BM()
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{
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}
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public AnimationBase_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement) : base(elementName, elementGuid, tags, attachedElement)
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{
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}
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}
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}
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}
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11
Assets/Scripts/EditorGame/Animations/AnimationBase.cs.meta
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11
Assets/Scripts/EditorGame/Animations/AnimationBase.cs.meta
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@@ -0,0 +1,11 @@
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8
Assets/Scripts/EditorGame/Animations/Color.meta
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8
Assets/Scripts/EditorGame/Animations/Color.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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115
Assets/Scripts/EditorGame/Animations/Color/BaseColorChange.cs
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115
Assets/Scripts/EditorGame/Animations/Color/BaseColorChange.cs
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@@ -0,0 +1,115 @@
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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 partial class BaseColorChange : AnimationBase
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{
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private 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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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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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)
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.AddComponent<BaseColorChange>();
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baseColorChange.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
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baseColorChange.animatedObject = animatedObject;
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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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baseColorChange.colorA = colorA;
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baseColorChange.animationReturnType = FlexibleReturnType.Before;
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baseColorChange.targetColorSubmodule = (animatedObject as IHaveColorSubmodule).colorSubmodule;
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//baseColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorA);
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return baseColorChange;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected override void UpdateAnimation(float songTime)
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{
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colorR.UpdateFlexibleFloat(songTime);
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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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colorA.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Color colorOffset = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
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targetColorSubmodule.baseColorOffset.Add(colorOffset);
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targetColorSubmodule.baseColorDirtyMark = true;
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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 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,
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animatedObject.matchedBM as GameElement_BM, colorR.ConvertToBM(),
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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 : AnimationBase_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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GameElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG,
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FlexibleFloat_BM colorB, FlexibleFloat_BM colorA) :
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base(elementName, elementGuid, tags, 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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matchedElement = BaseColorChange.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), colorR.ConvertToGameType(),
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colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorA.ConvertToGameType());
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return BaseColorChange.GenerateElement(elementName, elementGuid, tags, false,
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parent, colorR.ConvertToGameType(), colorG.ConvertToGameType(),
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colorB.ConvertToGameType(), colorA.ConvertToGameType());
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3dada7ead8505418198027da3d9984bb
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MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,114 @@
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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 partial class EmissionColorChange : AnimationBase
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{
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private ColorSubmodule targetColorSubmodule;
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public FlexibleFloat colorR, colorG, colorB, colorI;
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public static EmissionColorChange GenerateElement(string elementName, Guid id,
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List<string> tags, bool isFirstGenerated, GameElement animatedObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
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{
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EmissionColorChange emissionColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
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emissionColorChange.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
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emissionColorChange.animatedObject = animatedObject;
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emissionColorChange.colorR = colorR;
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emissionColorChange.colorG = colorG;
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emissionColorChange.colorB = colorB;
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emissionColorChange.colorI = colorI;
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emissionColorChange.animationReturnType = FlexibleReturnType.Before;
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emissionColorChange.targetColorSubmodule = (animatedObject as IHaveColorSubmodule).colorSubmodule;
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//emissionColorChange.timeDurationSubmodule.SetDuration(colorR, colorG, colorB, colorI);
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return emissionColorChange;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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protected override void UpdateAnimation(float songTime)
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{
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colorR.UpdateFlexibleFloat(songTime);
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colorG.UpdateFlexibleFloat(songTime);
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colorB.UpdateFlexibleFloat(songTime);
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colorI.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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colorI.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Color colorOffset = new Color(colorR.value, colorG.value, colorB.value);
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float intensityOffset = colorI.value;
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targetColorSubmodule.emissionColorOffset.Add(colorOffset);
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targetColorSubmodule.emissionIntensityOffset.Add(intensityOffset);
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targetColorSubmodule.emissionColorDirtyMark = true;
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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 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, animatedObject.matchedBM as GameElement_BM,
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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 : AnimationBase_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, GameElement_BM parentElement,
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FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorI) :
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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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matchedElement = EmissionColorChange.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorI.ConvertToGameType());
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return EmissionColorChange.GenerateElement(elementName, elementGuid, tags, false, 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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@@ -0,0 +1,11 @@
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||||
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userData:
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8
Assets/Scripts/EditorGame/Animations/Track.meta
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8
Assets/Scripts/EditorGame/Animations/Track.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 17936224adc4a4e3497f05188aeb115f
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@@ -0,0 +1,89 @@
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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 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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List<string> tags, bool isFirstGenerated, Track animatedTrack, FlexibleFloat totalTime)
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||||
{
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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, isFirstGenerated, animatedTrack);
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||||
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||||
trackTotalTimeChange.animatedObject = animatedTrack;
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||||
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trackTotalTimeChange.targetTrackTimeSubmoduleStatic = animatedTrack.trackTimeSubmodule as TrackTimeSubmoduleStatic;
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||||
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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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||||
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||||
return trackTotalTimeChange;
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||||
}
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||||
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||||
protected override void SetDefaultSubmodules()
|
||||
{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
targetTrackTimeSubmoduleStatic.trackTotalTime = totalTime.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public partial class TrackTotalTimeChange
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new TrackTotalTimeChange_BM(elementName, elementGuid, tags, animatedObject.matchedBM as Track_BM, totalTime.ConvertToBM());
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class TrackTotalTimeChange_BM : GameElement_BM
|
||||
{
|
||||
public FlexibleFloat_BM totalTime;
|
||||
|
||||
public TrackTotalTimeChange_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public TrackTotalTimeChange_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
GameElement_BM attachedElement, FlexibleFloat_BM totalTime) :
|
||||
base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.totalTime = totalTime;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, false,
|
||||
GetElement(attachedElementGuid) as Track, totalTime.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return TrackTotalTimeChange.GenerateElement(elementName, elementGuid, tags, false,
|
||||
parent as Track, totalTime.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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8
Assets/Scripts/EditorGame/Animations/Transform.meta
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8
Assets/Scripts/EditorGame/Animations/Transform.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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126
Assets/Scripts/EditorGame/Animations/Transform/Displacement.cs
Normal file
126
Assets/Scripts/EditorGame/Animations/Transform/Displacement.cs
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@@ -0,0 +1,126 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Lean.Pool;
|
||||
using Unity.Mathematics;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class Displacement : AnimationBase
|
||||
{
|
||||
private TransformSubmodule targetTransformSubmodule;
|
||||
public FlexibleFloat positionX, positionY, positionZ;
|
||||
|
||||
public static Displacement GenerateElement(string elementName, Guid id,
|
||||
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
||||
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
|
||||
{
|
||||
Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
|
||||
|
||||
displacement.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
||||
|
||||
displacement.animatedObject = animatedObject;
|
||||
|
||||
displacement.positionX = positionX;
|
||||
displacement.positionY = positionY;
|
||||
displacement.positionZ = positionZ;
|
||||
displacement.animationReturnType = FlexibleReturnType.Before;
|
||||
|
||||
displacement.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
||||
//displacement.timeDurationSubmodule.SetDuration(positionX, positionY, positionZ);
|
||||
|
||||
return displacement;
|
||||
}
|
||||
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
{
|
||||
positionX.UpdateFlexibleFloat(songTime);
|
||||
positionY.UpdateFlexibleFloat(songTime);
|
||||
positionZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
||||
positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
|
||||
positionZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
|
||||
targetTransformSubmodule.positionOffset.Add(currentPosition);
|
||||
targetTransformSubmodule.positionDirtyMark = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleInterval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Displacement
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
|
||||
}
|
||||
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
base.SetUpInspector();
|
||||
var container = inspector.GenerateContainer("Displacement");
|
||||
var positionXButton = inspector.GenerateButton(this, container, "Position X",
|
||||
() =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Position X", nameof(positionX)).SetAsFlexibleFloat();
|
||||
});
|
||||
var positionYButton = inspector.GenerateButton(this, container, "Position Y",
|
||||
() =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Position Y", nameof(positionY)).SetAsFlexibleFloat();
|
||||
});
|
||||
var positionZButton = inspector.GenerateButton(this, container, "Position Z",
|
||||
() =>
|
||||
{
|
||||
inspector.GenerateCompositeParameterWindow(this, "Position Z", nameof(positionZ)).SetAsFlexibleFloat();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class Displacement_BM : AnimationBase_BM
|
||||
{
|
||||
public FlexibleFloat_BM positionX, positionY, positionZ;
|
||||
|
||||
public Displacement_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
GameElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.positionX = positionX;
|
||||
this.positionY = positionY;
|
||||
this.positionZ = positionZ;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = Displacement.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
|
||||
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return Displacement.GenerateElement(elementName, elementGuid, tags, false, parent,
|
||||
positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30dde730c51f742719fcc5c36eb811e5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
108
Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs
Normal file
108
Assets/Scripts/EditorGame/Animations/Transform/LookAt.cs
Normal file
@@ -0,0 +1,108 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
/// <summary>
|
||||
/// 将物体的z轴指向目标物体,注意,LookAt的启用期间,物体的旋转将被锁定
|
||||
/// </summary>
|
||||
public partial class LookAt : AnimationBase
|
||||
{
|
||||
public TransformSubmodule targetTransformSubmodule;
|
||||
public GameElement lookAtObject;
|
||||
public FlexibleBool enabling;
|
||||
|
||||
public static LookAt GenerateElement(string elementName, Guid id,
|
||||
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
||||
GameElement lookAtTarget, FlexibleBool enabling)
|
||||
{
|
||||
LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
|
||||
|
||||
look.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
||||
|
||||
look.animatedObject = animatedObject;
|
||||
look.lookAtObject = lookAtTarget;
|
||||
look.enabling = enabling;
|
||||
look.animationReturnType = FlexibleReturnType.Before;
|
||||
|
||||
look.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
||||
|
||||
//look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
|
||||
|
||||
return look;
|
||||
}
|
||||
|
||||
protected override void SetDefaultSubmodules()
|
||||
{
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
submoduleList.Add(timeDurationSubmodule);
|
||||
}
|
||||
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
{
|
||||
enabling.UpdateFlexibleBool(songTime);
|
||||
if (enabling.value)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 lookingDirection =
|
||||
(lookAtObject.transform.position - animatedObject.transform.position).normalized;
|
||||
|
||||
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
|
||||
|
||||
targetTransformSubmodule.eulerAnglesOffsetLock = true;
|
||||
|
||||
targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleInterval;
|
||||
targetTransformSubmodule.eulerAnglesOffsetLock = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
enabling.ConvertToBM(), lookAtObject.elementGuid);
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class LookAt_BM : GameElement_BM
|
||||
{
|
||||
public FlexibleBool_BM enabling;
|
||||
public Guid lookAtObjectGuid;
|
||||
|
||||
public LookAt_BM()
|
||||
{
|
||||
}
|
||||
|
||||
public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
|
||||
GameElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.enabling = enabling;
|
||||
this.lookAtObjectGuid = lookAtObjectGuid;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags, false,
|
||||
GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return LookAt.GenerateElement(elementName, elementGuid, tags, false, parent,
|
||||
GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c02ee9e15cdc048c5909a61377382530
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
106
Assets/Scripts/EditorGame/Animations/Transform/Scale.cs
Normal file
106
Assets/Scripts/EditorGame/Animations/Transform/Scale.cs
Normal file
@@ -0,0 +1,106 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class Scale : AnimationBase
|
||||
{
|
||||
public TransformSubmodule targetTransformSubmodule;
|
||||
public FlexibleFloat scaleX, scaleY, scaleZ;
|
||||
|
||||
public static Scale GenerateElement(string elementName, Guid id,
|
||||
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
||||
FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
|
||||
{
|
||||
Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
|
||||
|
||||
scale.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
||||
|
||||
scale.animatedObject = animatedObject;
|
||||
|
||||
scale.scaleX = scaleX;
|
||||
scale.scaleY = scaleY;
|
||||
scale.scaleZ = scaleZ;
|
||||
scale.animationReturnType = FlexibleReturnType.Before;
|
||||
|
||||
scale.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
||||
//scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
|
||||
|
||||
return scale;
|
||||
}
|
||||
|
||||
protected override void SetDefaultSubmodules()
|
||||
{
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
submoduleList.Add(timeDurationSubmodule);
|
||||
}
|
||||
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
{
|
||||
scaleX.UpdateFlexibleFloat(songTime);
|
||||
scaleY.UpdateFlexibleFloat(songTime);
|
||||
scaleZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
|
||||
targetTransformSubmodule.scaleOffset.Add(currentScale);
|
||||
targetTransformSubmodule.scaleDirtyMark = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleInterval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Scale
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
scaleX.ConvertToBM(), scaleY.ConvertToBM(), scaleZ.ConvertToBM());
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class Scale_BM : GameElement_BM
|
||||
{
|
||||
public FlexibleFloat_BM scaleX, scaleY, scaleZ;
|
||||
|
||||
public Scale_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Scale_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
|
||||
FlexibleFloat_BM scaleX, FlexibleFloat_BM scaleY, FlexibleFloat_BM scaleZ)
|
||||
: base(elementName, elementGuid, tags, attachedElement)
|
||||
{
|
||||
this.scaleX = scaleX;
|
||||
this.scaleY = scaleY;
|
||||
this.scaleZ = scaleZ;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = Scale.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
|
||||
scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return Scale.GenerateElement(elementName, elementGuid, tags, false,
|
||||
parent, scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/EditorGame/Animations/Transform/Scale.cs.meta
Normal file
11
Assets/Scripts/EditorGame/Animations/Transform/Scale.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1119784540bef4e73b37c7cb9f597065
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
107
Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs
Normal file
107
Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs
Normal file
@@ -0,0 +1,107 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class Swirl : AnimationBase
|
||||
{
|
||||
private TransformSubmodule targetTransformSubmodule;
|
||||
public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
|
||||
|
||||
public static Swirl GenerateElement(string elementName, Guid id,
|
||||
List<string> tags, bool isFirstGenerated, GameElement animatedObject,
|
||||
FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
|
||||
{
|
||||
Swirl swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
|
||||
|
||||
swirl.Initialize(elementName, id, tags, isFirstGenerated, animatedObject);
|
||||
|
||||
swirl.animatedObject = animatedObject;
|
||||
|
||||
swirl.eulerAngleX = eulerAngleX;
|
||||
swirl.eulerAngleY = eulerAngleY;
|
||||
swirl.eulerAngleZ = eulerAngleZ;
|
||||
swirl.animationReturnType = FlexibleReturnType.Before;
|
||||
|
||||
swirl.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
||||
|
||||
//swirl.timeDurationSubmodule.SetDuration(eulerAngleX, eulerAngleY, eulerAngleZ);
|
||||
|
||||
return swirl;
|
||||
}
|
||||
|
||||
protected override void SetDefaultSubmodules()
|
||||
{
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
submoduleList.Add(timeDurationSubmodule);
|
||||
}
|
||||
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
{
|
||||
eulerAngleX.UpdateFlexibleFloat(songTime);
|
||||
eulerAngleY.UpdateFlexibleFloat(songTime);
|
||||
eulerAngleZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
|
||||
targetTransformSubmodule.eulerAnglesOffset.Add(currentEulerAngles);
|
||||
targetTransformSubmodule.eulerAnglesDirtyMark = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleInterval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Swirl
|
||||
{
|
||||
public override void SaveBM()
|
||||
{
|
||||
matchedBM = new Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
{
|
||||
public class Swirl_BM : AnimationBase_BM
|
||||
{
|
||||
public FlexibleFloat_BM eulerAngleX, eulerAngleY, eulerAngleZ;
|
||||
public Swirl_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Swirl_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_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()
|
||||
{
|
||||
matchedElement = Swirl.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
|
||||
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
{
|
||||
return Swirl.GenerateElement(elementName, elementGuid, tags, false, parent,
|
||||
eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs.meta
Normal file
11
Assets/Scripts/EditorGame/Animations/Transform/Swirl.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6daf69621681491bb09cc72e2ff4bdb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user