效果模块,以及代码位置整理

This commit is contained in:
SoulliesOfficial
2025-02-16 11:15:42 -05:00
parent 934d1b5aba
commit d77e1a0f70
204 changed files with 1107 additions and 347 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class ElementFolder : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public List<Track> trackList;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static ElementFolder GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated, GameElement parentElement)
{
ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
elementFolder.Initialize(name, id, tags, isFirstGenerated, parentElement);
return elementFolder;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
}
}
public partial class ElementFolder
{
public override void SaveBM()
{
matchedBM = parentElement != null ?
new ElementFolder_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM) :
new ElementFolder_BM(elementName, elementGuid, tags, null);
}
}
namespace Beatmap
{
public class ElementFolder_BM : GameElement_BM
{
public ElementFolder_BM()
{
}
public ElementFolder_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
matchedElement = ElementFolder.GenerateElement(elementName, elementGuid, tags,false, GetElement(attachedElementGuid));
}
public override GameElement DuplicateBM(GameElement parent)
{
return ElementFolder.GenerateElement(elementName, elementGuid, tags, false, parent);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BackgroundController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class EnvironmentObject : SubstantialObject
{
public bool isStatic;
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parentElement, string themeBundleName, string objectName, bool isStatic)
{
EnvironmentObject themeBundleObject =
ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
EnvironmentObject environmentObject =
Instantiate(themeBundleObject, parentElement.transform).GetComponent<EnvironmentObject>();
environmentObject.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
environmentObject.isStatic = isStatic;
return environmentObject;
}
}
public partial class EnvironmentObject
{
public override void SaveBM()
{
matchedBM = new EnvironmentObject_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, themeBundleName, objectName, isStatic);
}
}
namespace Beatmap
{
public class EnvironmentObject_BM : SubstantialObject_BM
{
public bool isStatic;
public EnvironmentObject_BM()
{
}
public EnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, string themeBundleName, string objectName, bool isStatic)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName)
{
this.isStatic = isStatic;
}
public override void ExecuteBM()
{
matchedElement = EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), themeBundleName, objectName, isStatic);
}
public override GameElement DuplicateBM(GameElement parent)
{
return EnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
parent, themeBundleName, objectName, isStatic);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
public partial class GameCamera : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public new Camera camera;
public Transform rotationPoint;
public Transform positionPoint;
public Transform cameraTransform;
public CameraViewType cameraViewType;
public float perspectiveAngle;
public float orthographicSize;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static GameCamera GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameElement parentElement,
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize)
{
GameCamera gameCamera =
Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
gameCamera.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
gameCamera.parentElement = parentElement;
gameCamera.cameraViewType = cameraViewType;
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
gameCamera.perspectiveAngle = perspectiveAngle;
gameCamera.orthographicSize = orthographicSize;
gameCamera.cameraTransform = gameCamera.transform;
return gameCamera;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
submoduleList.Add(transformSubmodule);
}
}
public partial class GameCamera
{
public enum CameraViewType
{
None = -1,
Perspective = 0,
Orthographic = 1
}
}
public partial class GameCamera
{
public void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule.eulerAnglesOffsetLock)
{
rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
}
else if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
positionPoint.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
}).AddTo(gameObject);
}
}
public partial class GameCamera
{
public override void SaveBM()
{
matchedBM = new GameCamera_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, cameraViewType, perspectiveAngle, orthographicSize);
}
}
namespace Beatmap
{
public class GameCamera_BM : GameElement_BM
{
public GameCamera.CameraViewType cameraViewType;
public float perspectiveAngle;
public float orthographicSize;
public GameCamera_BM()
{
}
public GameCamera_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, GameCamera.CameraViewType cameraViewType,
float perspectiveAngle, float orthographicSize)
: base(elementName, elementGuid, tags, attachedElement)
{
this.cameraViewType = cameraViewType;
this.perspectiveAngle = perspectiveAngle;
this.orthographicSize = orthographicSize;
}
public override void ExecuteBM()
{
GameCamera.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), cameraViewType, perspectiveAngle, orthographicSize);
}
public override GameElement DuplicateBM(GameElement parent)
{
return GameCamera.GenerateElement(elementName, elementGuid, tags, false,
parent, cameraViewType, perspectiveAngle, orthographicSize);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
using Inspector = Ichni.Editor.Inspector;
namespace Ichni.RhythmGame
{
public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement
{
//物体名
public string elementName;
//标识 GUID
public Guid elementGuid;
//标签
public List<string> tags;
//父游戏物体
public GameElement parentElement;
//与游戏物体连接的Tab
public HierarchyTab connectedTab;
//子物体列表
public List<GameElement> childElementList = new List<GameElement>();
//次级模块
public List<SubmoduleBase> submoduleList = new List<SubmoduleBase>();
//存档类
public BaseElement_BM matchedBM { get; set; }
public Inspector inspector => EditorManager.instance.uiManager.inspector;
/// <summary>
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void Initialize(string name, Guid elementGuid, List<string> tags,
bool isFirstGenerated, GameElement parentElement)
{
this.elementName = name;
this.elementGuid = elementGuid;
this.tags = tags;
EditorManager.instance.beatmapContainer.gameElementList.Add(this);
submoduleList = new List<SubmoduleBase>();
if (isFirstGenerated) SetDefaultSubmodules();
SetParent(parentElement);
EditorManager.instance.uiManager.hierarchy.GenerateTab(this, parentElement);
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
//SetTransformObserver();
}
/// <summary>
/// 设置次级模块
/// </summary>
protected abstract void SetDefaultSubmodules();
/// <summary>
/// 在所有物体生成完毕后,执行的初始化方法
/// </summary>
public virtual void AfterInitialize()
{
}
/// <summary>
/// 设置父物体
/// </summary>
/// <param name="parentElement">父物体</param>
public void SetParent(GameElement parentElement)
{
if (parentElement != null)
{
parentElement.childElementList.Add(this);
this.parentElement = parentElement;
transform.SetParent(parentElement.transform);
}
}
}
public abstract partial class GameElement //存档,删除,复制,粘贴
{
public virtual void Refresh()
{
}
/// <summary>
/// 用于生成存档
/// </summary>
public virtual void SaveBM()
{
throw new NotImplementedException();
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
throw new NotImplementedException();
}
/// <summary>
/// 删除物体,包括所有子物体
/// </summary>
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
#if UNITY_EDITOR
Debug.Log("Delete " + elementName + "(" + elementGuid + ")");
#endif
EditorManager.instance.beatmapContainer.gameElementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
public abstract partial class GameElement
{
public virtual void SetUpInspector() //被点击时设置第一层Inspector
{
var container = inspector.GenerateContainer("Element Info");
var nameInputField = inspector.GenerateInputField(this, container, GetType().Name + "'s Name", nameof(elementName));
var guidText = inspector.GenerateText(this, container, "Element GUID", nameof(elementGuid), true);
var tagsListButton = inspector.GenerateButton(this, container, "Tags List", () =>
{
inspector.GenerateCompositeParameterWindow(this, "Tags List", nameof(tags)).SetAsStringList();
});
foreach (var submodule in submoduleList)
{
submodule.SetUpInspector();
}
}
}
namespace Beatmap
{
[System.Serializable]
public abstract class GameElement_BM : BaseElement_BM
{
[System.NonSerialized]
public static Dictionary<Guid, GameElement_BM> identifier = new(); //存档类的标识符
[System.NonSerialized]
public GameElement matchedElement; //存档类对应的游戏物体
public string elementName;
public List<string> tags;
public Guid elementGuid;
public Guid attachedElementGuid;
public GameElement_BM()
{
}
public GameElement_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
{
this.elementName = elementName;
this.elementGuid = elementGuid;
this.tags = tags;
this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
identifier.TryAdd(this.elementGuid, this);
}
public static GameElement_BM GetElementBM(Guid id)
{
if (identifier.TryGetValue(id, out GameElement_BM element_BM))
{
return element_BM;
}
return null;
}
public static GameElement GetElement(Guid id)
{
if(identifier.TryGetValue(id, out GameElement_BM element_BM))
{
return element_BM.matchedElement;
}
return null;
}
/// <summary>
/// 复制物体
/// </summary>
/// <param name="attached">父物体</param>
public abstract GameElement DuplicateBM(GameElement attached);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using Sirenix.OdinInspector;
namespace Ichni.RhythmGame
{
public class BloomShake : EffectBase
{
public float bloomTime;
public float bloomPeak;
[Button("Test Bloom Shake")]
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.bloomShake).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_Bloom_URP>().ShakeDuration = bloomTime;
effect.GetFeedbackOfType<MMF_Bloom_URP>().RemapIntensityOne = bloomPeak;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, bloomTime);
}
public override EffectBase_BM ConvertToBM()
{
throw new NotImplementedException();
}
public override void SetUpInspector()
{
throw new NotImplementedException();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TimeEffectsCollection : GameElement, IHaveEffectSubmodule
{
public EffectSubmodule effectSubmodule { get; set; }
public float time;
public static TimeEffectsCollection CreateTimeEffectsCollection(float time)
{
TimeEffectsCollection timeEffectsCollection = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<TimeEffectsCollection>();
timeEffectsCollection.time = time;
return timeEffectsCollection;
}
protected override void SetDefaultSubmodules()
{
effectSubmodule = new EffectSubmodule(this);
}
private void Update()
{
effectSubmodule.effectCollection["Default"].ForEach(effect => effect.UpdateEffect(time));
}
}
public partial class TimeEffectsCollection
{
public override void SaveBM()
{
}
public override void SetUpInspector()
{
var container = inspector.GenerateContainer("Time Effects Collection");
var timeInputField = inspector.GenerateInputField(this, container, "Time", nameof(time));
}
}
namespace Beatmap
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class FullScreenBalancedJudgeUnit : NoteJudgeUnit
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class FullScreenNearTimeJudgeUnit : NoteJudgeUnit
{
}
}

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using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class NoteJudgeSubmodule : SubmoduleBase
{
public List<NoteJudgeUnit> judgeUnitList;
public NoteJudgeSubmodule(NoteBase attachedGameElement) : base(attachedGameElement)
{
}
public override void SaveBM()
{
matchedBM = new NoteJudgeSubmodule_BM(attachedGameElement);
}
}
namespace Beatmap
{
public class NoteJudgeSubmodule_BM : Submodule_BM
{
public List<NoteJudgeUnit> judgeUnitList;
public NoteJudgeSubmodule_BM()
{
}
public NoteJudgeSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
judgeUnitList = new List<NoteJudgeUnit>();
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as NoteBase).noteJudgeSubmodule = new NoteJudgeSubmodule(attachedElement as NoteBase);
attachedElement.submoduleList.Add((attachedElement as NoteBase).noteJudgeSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
(attached as NoteBase).noteJudgeSubmodule = new NoteJudgeSubmodule(attached as NoteBase);
attached.submoduleList.Add((attached as NoteBase).noteJudgeSubmodule);
}
}
}
public class NoteJudgeUnit
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TouchAreaJudgeUnit : NoteJudgeUnit
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TriggerConnectJudgeUnit : NoteJudgeUnit
{
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteBadEffect : NoteEffectBase
{
}
namespace Beatmap
{
public abstract class NoteBadEffect_BM : NoteEffectBase_BM
{
public NoteBadEffect_BM()
{
}
public NoteBadEffect_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteEffectBase : EffectBase
{
public NoteBase note;
public NoteVisualBase noteVisual;
}
namespace Beatmap
{
public abstract class NoteEffectBase_BM : EffectBase_BM
{
public Guid attachedNoteID;
public NoteEffectBase_BM()
{
}
public NoteEffectBase_BM(float effectTime, Guid attachedNoteID) : base(effectTime)
{
this.attachedNoteID = attachedNoteID;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteGeneralJudgeEffect : NoteEffectBase
{
}
namespace Beatmap
{
public abstract class NoteGeneralJudgeEffect_BM : NoteEffectBase_BM
{
public NoteGeneralJudgeEffect_BM()
{
}
public NoteGeneralJudgeEffect_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.ThemeBundles.Basic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteGenerateEffect : NoteEffectBase
{
public float generateTime;
protected override EffectState CheckEffectState(float triggerTime)
{
float songTime = EditorManager.instance.songInformation.songTime;
if (songTime < triggerTime - generateTime)
{
return EffectState.Before;
}
if (songTime >= triggerTime - generateTime &&
songTime <= triggerTime - generateTime + effectTime)
{
return EffectState.Middle;
}
if (songTime > triggerTime - generateTime + effectTime)
{
return EffectState.After;
}
return EffectState.Error;
}
}
namespace Beatmap
{
public abstract class NoteGenerateEffect_BM : NoteEffectBase_BM
{
public float generateTime;
public NoteGenerateEffect_BM()
{
}
public NoteGenerateEffect_BM(float effectTime, float generateTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
this.generateTime = generateTime;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteGoodEffect : NoteEffectBase
{
}
namespace Beatmap
{
public abstract class NoteGoodEffect_BM : NoteEffectBase_BM
{
public NoteGoodEffect_BM()
{
}
public NoteGoodEffect_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteMissEffect : NoteEffectBase
{
}
namespace Beatmap
{
public abstract class NoteMissEffect_BM : NoteEffectBase_BM
{
public NoteMissEffect_BM()
{
}
public NoteMissEffect_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.ThemeBundles.Basic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NotePerfectEffect : NoteEffectBase
{
}
namespace Beatmap
{
public abstract class NotePerfectEffect_BM : NoteEffectBase_BM
{
public NotePerfectEffect_BM()
{
}
public NotePerfectEffect_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID)
{
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Flick : NoteBase
{
public List<Vector2> availableFlickDirections;
public static Flick GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime, List<Vector2> directions)
{
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
.GetComponent<Flick>();
flick.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
flick.exactJudgeTime = exactJudgeTime;
flick.availableFlickDirections = directions;
flick.transformSubmodule = new TransformSubmodule(flick);
flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
flick.track = track;
flick.trackPositioner = flick.AddComponent<SplinePositioner>();
flick.trackPositioner.spline = track.trackPathSubmodule.path;
flick.isOnTrack = true;
flick.UpdateNoteInTrack();
}
else
{
throw new System.Exception("如果Note要生成在Track上Track必须有TrackTimeSubmodule组件。");
}
}
else
{
flick.track = null;
flick.isOnTrack = false;
}
return flick;
}
}
public partial class Flick
{
public override void SaveBM()
{
matchedBM = new Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
exactJudgeTime, availableFlickDirections);
}
}
namespace Beatmap
{
public class Flick_BM : NoteBase_BM
{
public List<Vector2> availableFlickDirections;
public Flick_BM()
{
}
public Flick_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float exactJudgeTime,
List<Vector2> directions) : base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
availableFlickDirections = directions;
}
public override void ExecuteBM()
{
matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), exactJudgeTime, availableFlickDirections);
}
public override GameElement DuplicateBM(GameElement parent)
{
return Flick.GenerateElement(elementName, elementGuid, tags, false, parent,
exactJudgeTime, availableFlickDirections);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hold : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract partial class NoteBase : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
[Title("Basic Info")]
public float exactJudgeTime;
[Title("Track Info")]
public bool isOnTrack;
public Track track;
public SplinePositioner trackPositioner;
[Title("NoteVisual")]
public NoteVisualBase noteVisual;
[Title("Submodules")]
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public NoteJudgeSubmodule noteJudgeSubmodule { get; set; }
[Title("In-Game Info")]
public Vector2 noteScreenPosition;
public bool isJudged;
/// <summary>
/// 在MovableTrack上更新Note的位置注意HoldNote需要重写这个方法
/// </summary>
public virtual void UpdateNoteInMovableTrack()
{
trackPositioner.SetPercent((track.trackTimeSubmodule as TrackTimeSubmoduleMovable).GetTrackPercent(exactJudgeTime));
}
/// <summary>
/// 在StaticTrack上更新Note的位置注意HoldNote需要重写这个方法
/// </summary>
public virtual void UpdateNoteInStaticTrack()
{
float songTime = EditorManager.instance.songInformation.songTime;
TrackTimeSubmoduleStatic trackTimeSubmoduleStatic = track.trackTimeSubmodule as TrackTimeSubmoduleStatic;
float startMove = exactJudgeTime - trackTimeSubmoduleStatic.trackTotalTime;
float percent = AnimationCurveEvaluator.Evaluate(trackTimeSubmoduleStatic.animationCurveType, (songTime - startMove) / trackTimeSubmoduleStatic.trackTotalTime);
percent = Mathf.Max(percent, 0);
percent = Mathf.Min(percent, 1);
trackPositioner.SetPercent(1 - percent);
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
noteJudgeSubmodule = new NoteJudgeSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(noteJudgeSubmodule);
}
private void Update()
{
if (isOnTrack)
{
if (track.trackTimeSubmodule is TrackTimeSubmoduleStatic)
{
UpdateNoteInStaticTrack();
}
}
float songTime = EditorManager.instance.songInformation.songTime;
if (isJudged && songTime < exactJudgeTime)
{
isJudged = false;
}
if (!isJudged && songTime >= exactJudgeTime)
{
if (!isJudged)
{
//AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
isJudged = true;
}
}
if (noteVisual != null)
{
noteVisual.effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect(exactJudgeTime));
noteVisual.effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect(exactJudgeTime));
switch (EditorManager.instance.currentJudgeType)
{
case NoteJudgeType.Perfect:
noteVisual.effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect(exactJudgeTime));
break;
case NoteJudgeType.Good:
noteVisual.effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect(exactJudgeTime));
break;
case NoteJudgeType.Bad:
noteVisual.effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect(exactJudgeTime));
break;
case NoteJudgeType.Miss:
noteVisual.effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect(exactJudgeTime));
break;
}
}
}
public void ExecuteStartJudge()
{
}
public void UpdateNoteInTrack()
{
if (isOnTrack && track.trackTimeSubmodule != null)
{
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
{
UpdateNoteInMovableTrack();
}
else if (track.trackTimeSubmodule is TrackTimeSubmoduleStatic)
{
UpdateNoteInStaticTrack();
}
}
}
}
public abstract partial class NoteBase
{
public enum NoteJudgeType
{
Perfect,
Good,
Bad,
Miss
}
}
namespace Beatmap
{
public abstract class NoteBase_BM : GameElement_BM
{
public float exactJudgeTime;
public NoteBase_BM()
{
}
public NoteBase_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
throw new NotImplementedException();
}
public override GameElement DuplicateBM(GameElement parent)
{
throw new NotImplementedException();
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Stay : NoteBase
{
public static Stay GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime)
{
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform).GetComponent<Stay>();
stay.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
stay.exactJudgeTime = exactJudgeTime;
stay.transformSubmodule = new TransformSubmodule(stay);
stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
stay.track = track;
stay.trackPositioner = stay.AddComponent<SplinePositioner>();
stay.trackPositioner.spline = track.trackPathSubmodule.path;
stay.isOnTrack = true;
stay.UpdateNoteInTrack();
}
else
{
throw new System.Exception("如果Note要生成在Track上Track必须有TrackTimeSubmodule组件。");
}
}
else
{
stay.track = null;
stay.isOnTrack = false;
}
return stay;
}
}
public partial class Stay
{
public override void SaveBM()
{
matchedBM = new Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
}
}
namespace Beatmap
{
public class Stay_BM : NoteBase_BM
{
public Stay_BM()
{
}
public Stay_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
this.exactJudgeTime = exactJudgeTime;
}
public override void ExecuteBM()
{
matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid), exactJudgeTime);
}
public override GameElement DuplicateBM(GameElement parent)
{
return Stay.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Tap : NoteBase
{
public static Tap GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float exactJudgeTime)
{
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform)
.GetComponent<Tap>();
tap.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
tap.exactJudgeTime = exactJudgeTime;
tap.transformSubmodule = new TransformSubmodule(tap);
tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
if (parentElement.TryGetComponent(out Track track))
{
if (track.trackTimeSubmodule != null)
{
tap.track = track;
tap.trackPositioner = tap.AddComponent<SplinePositioner>();
tap.trackPositioner.spline = track.trackPathSubmodule.path;
tap.isOnTrack = true;
tap.UpdateNoteInTrack();
}
else
{
throw new System.Exception("如果Note要生成在Track上Track必须有TrackTimeSubmodule组件。");
}
}
else
{
tap.track = null;
tap.isOnTrack = false;
}
return tap;
}
}
public partial class Tap
{
public override void SaveBM()
{
matchedBM = new Tap_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
}
}
namespace Beatmap
{
public class Tap_BM : NoteBase_BM
{
public Tap_BM()
{
}
public Tap_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, float exactJudgeTime)
: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
{
}
public override void ExecuteBM()
{
matchedElement = Tap.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), exactJudgeTime);
}
public override GameElement DuplicateBM(GameElement parent)
{
return Tap.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteVisualBase : SubstantialObject, IHaveEffectSubmodule
{
public NoteBase note;
public GameObject noteMain;
public GameObject judgeEffect;
public List<GameObject> notePartList;
public List<GameObject> effectPartList;
public EffectSubmodule effectSubmodule { get; set; }
protected override void SetDefaultSubmodules()
{
base.SetDefaultSubmodules();
effectSubmodule = new EffectSubmodule(this, EffectSubmodule.EffectSubmodulePreset.Note);
submoduleList.Add(effectSubmodule);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoteVisualBaseHold : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class SubstantialObject : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveColorSubmodule
{
public string themeBundleName, objectName;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public bool haveEmission { get; }
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
string themeBundleName, string objectName, GameElement parentElement)
{
GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
SubstantialObject substantialObject = Instantiate(themeBundleObject, parentElement.transform).GetComponent<SubstantialObject>();
substantialObject.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
return substantialObject;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(colorSubmodule);
}
}
namespace Beatmap
{
public class SubstantialObject_BM : GameElement_BM
{
public string themeBundleName;
public string objectName;
public SubstantialObject_BM()
{
}
public SubstantialObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName)
: base(elementName, elementGuid, tags, attachedElement)
{
this.themeBundleName = themeBundleName;
this.objectName = objectName;
}
public override void ExecuteBM()
{
throw new NotImplementedException();
}
public override GameElement DuplicateBM(GameElement attached)
{
throw new NotImplementedException();
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class PathNode : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveColorSubmodule
{
public Track track;
public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
public SplinePoint node;
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public bool haveEmission => false;
public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
Track track)
{
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform)
.GetComponent<PathNode>();
pathNode.Initialize(elementName, id, tags, isFirstGenerated, track);
pathNode.track = track;
track.trackPathSubmodule.pathNodeList.Add(pathNode);
return pathNode;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
submoduleList.Add(colorSubmodule);
}
public override void AfterInitialize()
{
base.AfterInitialize();
Refresh();
if (track.trackPathSubmodule.pathNodeList.Count > 3)
{
track.trackPathSubmodule.ClosePath(track.trackPathSubmodule.isClosed);
}
}
}
public partial class PathNode
{
public override void Refresh()
{
Vector3 position = transformSubmodule.currentPosition;
Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
float size = transformSubmodule.currentScale.x;
Color color = colorSubmodule.currentBaseColor;
transform.position = position;
transform.rotation = Quaternion.LookRotation(normal);
transform.localScale = Vector3.one * size;
node = new SplinePoint(position, Vector3.up, normal, size, color);
track.trackPathSubmodule.SetPathNode(this);
}
}
public partial class PathNode
{
public override void SaveBM()
{
matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class PathNode_BM : GameElement_BM
{
public PathNode_BM()
{
}
public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override GameElement DuplicateBM(GameElement parent)
{
return PathNode.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Track : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
{
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public TrackPathSubmodule trackPathSubmodule { get; set; }
public TrackTimeSubmodule trackTimeSubmodule { get; set; }
public TrackRendererSubmodule trackRendererSubmodule { get; set; }
public static Track GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated, GameElement parentElement)
{
Track track = Instantiate(EditorManager.instance.basePrefabs.track, parentElement.transform).GetComponent<Track>();
track.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
return track;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
trackPathSubmodule = null;
trackTimeSubmodule = null;
trackRendererSubmodule = null;
submoduleList.Add(transformSubmodule);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
{
if (timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songInformation.songTime))
{
(trackTimeSubmodule as TrackTimeSubmoduleMovable)?.UpdateTrackPart();
}
}
}
public partial class Track
{
public override void SaveBM()
{
matchedBM = new Beatmap.Track_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
public partial class Track
{
public enum TrackSpaceType
{
CatmullRom = 0,
BSpline = 1,
Linear = 3
}
public enum TrackSamplingType
{
TimeDistributed = 0,
DistanceDistributed = 1
}
}
namespace Beatmap
{
public class Track_BM : GameElement_BM
{
public Track_BM()
{
}
public Track_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
matchedElement = Track.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid));
}
public override GameElement DuplicateBM(GameElement parent)
{
return Track.GenerateElement(elementName, elementGuid, tags, false, parent);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
{
public ElementFolder trackListFolder;
public Track nowAttachedTrack;
private int nowAttachedTrackIndex;
public SplinePositioner trackPositioner;
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
{
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform)
.AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated, elementFolder);
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.nowAttachedTrackIndex = -1;
point.trackListFolder = elementFolder;
point.trackSwitch = trackSwitch;
point.trackPercent = trackPercent;
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
private void Update()
{
if (trackPercent.animations.Count > 0)
{
trackSwitch.UpdateFlexibleInt(EditorManager.instance.songInformation.songTime);
trackPercent.UpdateFlexibleFloat(EditorManager.instance.songInformation.songTime);
SetPoint();
}
}
private void SetPoint()
{
if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 &&
trackSwitch.value < trackListFolder.trackList.Count)
{
nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
nowAttachedTrackIndex = trackSwitch.value;
trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
}
trackPositioner.SetPercent(trackPercent.value);
}
}
public partial class CrossTrackPoint
{
public override void SaveBM()
{
matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
}
}
namespace Beatmap
{
public class CrossTrackPoint_BM : GameElement_BM
{
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public CrossTrackPoint_BM()
{
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackSwitch = trackSwitch;
this.trackPercent = trackPercent;
}
public override void ExecuteBM()
{
matchedElement = CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
}
public override GameElement DuplicateBM(GameElement parent)
{
return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
parent as ElementFolder, trackSwitch, trackPercent);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track)
{
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags, isFirstGenerated, track);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
return head;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songInformation.songTime))
{
trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
}
}
}
public partial class TrackHeadPoint
{
public override void SaveBM()
{
matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : GameElement_BM
{
public TrackHeadPoint_BM()
{
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement)
: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
matchedElement = TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track);
}
public override GameElement DuplicateBM(GameElement parent)
{
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UniRx;
using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 在轨道上根据百分比进行运动的点
/// </summary>
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public SplinePositioner trackPositioner;
public FlexibleFloat trackPercent;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
private bool isBeyond1 = false;
public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated,
Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackPercentPoint>();
point.Initialize(elementName, id, tags, isFirstGenerated, track);
point.track = track;
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.trackPositioner.spline = track.trackPathSubmodule.path;
point.trackPercent = trackPercent;
point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1); //判断是否有超过1的动画超过1将会循环
return point;
}
protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (trackPercent.animations.Count > 0)
{
trackPercent.UpdateFlexibleFloat(EditorManager.instance.songInformation.songTime);
if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
{
float finalValue = trackPercent.value;
if (isBeyond1)
{
finalValue -= Mathf.Floor(finalValue);
}
trackPositioner.SetPercent(finalValue);
}
}
}
}
public partial class TrackPercentPoint
{
public override void SaveBM()
{
matchedBM = new TrackPercentPoint_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM,
trackPercent.ConvertToBM());
}
}
namespace Beatmap
{
public class TrackPercentPoint_BM : GameElement_BM
{
public FlexibleFloat_BM trackPercent;
public TrackPercentPoint_BM()
{
}
public TrackPercentPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleFloat_BM trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackPercent = trackPercent;
}
public override void ExecuteBM()
{
matchedElement = TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
}
public override GameElement DuplicateBM(GameElement parent)
{
return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track,
trackPercent.ConvertToGameType());
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackPathSubmodule : TrackSubmodule
{
public SplineComputer path;
public List<PathNode> pathNodeList;
public Track.TrackSpaceType trackSpaceType;
public Track.TrackSamplingType trackSamplingType;
public bool isClosed;
public TrackPathSubmodule(Track track, Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType, bool isClosed) : base(track)
{
this.path = track.AddComponent<SplineComputer>();
this.track.trackPathSubmodule = this;
this.pathNodeList = new List<PathNode>();
this.trackSpaceType = trackSpaceType;
this.trackSamplingType = trackSamplingType;
this.isClosed = isClosed;
SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
//闭合路径在PathNode生成时执行在初始化的情况下PathNode数量为0不会执行闭合操作
}
}
public partial class TrackPathSubmodule
{
private void SetUpSplineComputer(Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType)
{
path.type = (Spline.Type)(int)trackSpaceType;
path.sampleMode = (SplineComputer.SampleMode)(int)trackSamplingType;
path.space = SplineComputer.Space.Local;
}
public void ClosePath(bool close)
{
if (close)
{
path.Close();
}
else
{
path.Break();
}
isClosed = close;
}
public void SetTrackSpaceType(int spaceType)
{
trackSpaceType = (Track.TrackSpaceType)spaceType;
path.type = (Spline.Type)spaceType;
}
public void SetPathNode(PathNode point)
{
path.SetPoint(point.index, point.node, SplineComputer.Space.Local);
}
}
public partial class TrackPathSubmodule
{
public override void SaveBM()
{
matchedBM = new TrackPathSubmodule_BM(attachedGameElement, this);
}
public override void SetUpInspector()
{
var container = inspector.GenerateContainer("Track Path");
var trackSpaceDropdown =
inspector.GenerateDropdown(this, container, "Space Type", typeof(Track.TrackSpaceType), nameof(trackSpaceType));
var trackSamplingDropdown =
inspector.GenerateDropdown(this, container, "Sampling Type", typeof(Track.TrackSamplingType), nameof(trackSamplingType));
}
}
namespace Beatmap
{
public class TrackPathSubmodule_BM : Submodule_BM
{
public Track.TrackSpaceType trackSpaceType;
public Track.TrackSamplingType trackSamplingType;
public bool isClosed;
public TrackPathSubmodule_BM()
{
}
public TrackPathSubmodule_BM(GameElement attachedElement, TrackPathSubmodule trackPathSubmodule) : base(
attachedElement)
{
this.trackSpaceType = trackPathSubmodule.trackSpaceType;
this.trackSamplingType = trackPathSubmodule.trackSamplingType;
this.isClosed = trackPathSubmodule.isClosed;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
track.submoduleList.Add(track.trackPathSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attachedElement as Track;
track.trackPathSubmodule = new TrackPathSubmodule(track, trackSpaceType, trackSamplingType, isClosed);
track.submoduleList.Add(track.trackPathSubmodule);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TrackRendererSubmodule : TrackSubmodule
{
public MeshGenerator meshGenerator;
public MeshRenderer meshRenderer;
public Material renderMaterial;
public TrackRendererSubmodule(Track track) : base(track)
{
this.track.trackRendererSubmodule = this;
}
public override void SaveBM()
{
throw new System.NotImplementedException();
}
}
public class TrackRendererSubmoduleAutoOrient : TrackRendererSubmodule
{
public SplineRenderer splineRenderer;
public TrackRendererSubmoduleAutoOrient(Track track, Material material = null) : base(track)
{
this.splineRenderer = track.AddComponent<SplineRenderer>();
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
this.meshGenerator = splineRenderer;
this.renderMaterial = material == null ? EditorManager.instance.basePrefabs.defaultTrackMaterial : material;
this.splineRenderer.spline = track.trackPathSubmodule.path;
this.splineRenderer.clipFrom = 0;
this.splineRenderer.clipTo = 1;
this.meshRenderer.material = renderMaterial;
this.splineRenderer.color = Color.white;
}
public override void InitialRefresh()
{
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
{
splineRenderer.clipFrom = 0;
splineRenderer.clipTo = 0;
}
}
public override void SaveBM()
{
matchedBM = new Beatmap.TrackRendererSubmoduleAutoOrient_BM(attachedGameElement, this);
}
public override void SetUpInspector()
{
}
}
namespace Beatmap
{
public class TrackRendererSubmoduleAutoOrient_BM : Submodule_BM
{
public string renderMaterialName;
public TrackRendererSubmoduleAutoOrient_BM()
{
}
public TrackRendererSubmoduleAutoOrient_BM(GameElement attachedElement,
TrackRendererSubmodule trackRendererSubmodule) : base(attachedElement)
{
renderMaterialName = trackRendererSubmodule.renderMaterial.name;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmodule(track);//TODO: Implement Material
track.submoduleList.Add(track.trackRendererSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmodule(track);//TODO: Implement Material
track.submoduleList.Add(track.trackRendererSubmodule);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class TrackSubmodule : SubmoduleBase
{
public Track track;
public TrackSubmodule(Track track) : base(track)
{
this.track = track;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TrackTimeSubmodule : TrackSubmodule
{
public float headPercent, tailPercent;
public TrackTimeSubmodule(Track track) : base(track)
{
this.track = track;
this.track.trackTimeSubmodule = this;
}
public override void SaveBM()
{
throw new System.NotImplementedException();
}
}
#region Movable
public class TrackTimeSubmoduleMovable : TrackTimeSubmodule
{
public float trackStartTime;
public float trackEndTime;
public float trackTotalTime;
public float visibleTrackTimeLength;
public AnimationCurveType animationCurveType;
public TrackTimeSubmoduleMovable(Track track, float trackStartTime, float trackEndTime,
float visibleTrackTimeLength, AnimationCurveType animationCurveType) : base(track)
{
this.track.trackTimeSubmodule = this;
this.trackStartTime = trackStartTime;
this.trackEndTime = trackEndTime;
this.trackTotalTime = trackEndTime - trackStartTime;
this.visibleTrackTimeLength = visibleTrackTimeLength;
this.animationCurveType = animationCurveType;
//timeDurationSubmodule 根据下辖Note的时间来设置
}
public void UpdateTrackPart()
{
float songTime = EditorManager.instance.songInformation.songTime;
headPercent = GetTrackPercent(songTime);
tailPercent = GetTrackPercent(songTime - visibleTrackTimeLength);
if (track.trackRendererSubmodule != null)
{
track.trackRendererSubmodule.meshGenerator.clipFrom = tailPercent;
track.trackRendererSubmodule.meshGenerator.clipTo = headPercent;
}
}
public float GetTrackPercent(float songTimeInTime)
{
float per = AnimationCurveEvaluator.Evaluate(animationCurveType,
(songTimeInTime - trackStartTime) / trackTotalTime);
return Mathf.Clamp01(per);
}
public override void SaveBM()
{
matchedBM = new Beatmap.TrackTimeSubmoduleMovable_BM(attachedGameElement, this);
}
}
namespace Beatmap
{
public class TrackTimeSubmoduleMovable_BM : Submodule_BM
{
public float trackStartTime;
public float trackEndTime;
public float visibleTrackTimeLength;
public AnimationCurveType animationCurveType;
public TrackTimeSubmoduleMovable_BM()
{
}
public TrackTimeSubmoduleMovable_BM(GameElement attachedElement, TrackTimeSubmoduleMovable trackTimeSubmoduleMovable) : base(attachedElement)
{
trackStartTime = trackTimeSubmoduleMovable.trackStartTime;
trackEndTime = trackTimeSubmoduleMovable.trackEndTime;
visibleTrackTimeLength = trackTimeSubmoduleMovable.visibleTrackTimeLength;
animationCurveType = trackTimeSubmoduleMovable.animationCurveType;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleMovable(track, trackStartTime, trackEndTime, visibleTrackTimeLength, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
}
}
#endregion
#region Static
public class TrackTimeSubmoduleStatic : TrackTimeSubmodule
{
public float trackTotalTime;
public AnimationCurveType animationCurveType;
public TrackTimeSubmoduleStatic(Track track, float trackTotalTime, AnimationCurveType animationCurveType) :
base(track)
{
this.trackTotalTime = trackTotalTime;
this.animationCurveType = animationCurveType;
this.headPercent = 0;
this.tailPercent = 1;
//timeDurationSubmodule 根据下辖Note的时间来设置
}
public override void SaveBM()
{
matchedBM = new Beatmap.TrackTimeSubmoduleStatic_BM(attachedGameElement, this);
}
}
namespace Beatmap
{
public class TrackTimeSubmoduleStatic_BM : Submodule_BM
{
public float trackTotalTime;
public AnimationCurveType animationCurveType;
public TrackTimeSubmoduleStatic_BM()
{
}
public TrackTimeSubmoduleStatic_BM(GameElement attachedElement, TrackTimeSubmoduleStatic trackTimeSubmoduleStatic) : base(attachedElement)
{
trackTotalTime = trackTimeSubmoduleStatic.trackTotalTime;
animationCurveType = trackTimeSubmoduleStatic.animationCurveType;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackTimeSubmodule = new TrackTimeSubmoduleStatic(track, trackTotalTime, animationCurveType);
track.submoduleList.Add(track.trackTimeSubmodule);
}
}
}
#endregion
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class Trail : GameElement, IHaveTransformSubmodule
{
public TrailRenderer trailRenderer;
public Material renderMaterial;
public float visibleTimeLength;
public TransformSubmodule transformSubmodule { get; set; }
public static Trail GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated,
GameElement parentElement, float visibleTimeLength, Material material = null)
{
Trail trail = Instantiate(EditorManager.instance.basePrefabs.trail).GetComponent<Trail>();
trail.trailRenderer = trail.GetComponent<TrailRenderer>();
trail.Initialize(name, id, tags, isFirstGenerated, parentElement);
trail.renderMaterial =
material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
trail.trailRenderer.material = trail.renderMaterial;
trail.visibleTimeLength = visibleTimeLength;
return trail;
}
protected override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
submoduleList.Add(transformSubmodule);
}
}
public partial class Trail
{
public override void SaveBM()
{
matchedBM = new Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
visibleTimeLength, renderMaterial);
}
}
public partial class Trail
{
public static void SetAllTrails(bool emitting, bool willClear)
{
foreach (GameElement x in EditorManager.instance.beatmapContainer.gameElementList)
{
if (x is Trail t)
{
t.trailRenderer.emitting = emitting;
if(willClear) t.trailRenderer.Clear();
}
}
}
}
namespace Beatmap
{
public class Trail_BM : GameElement_BM
{
public float visibleTimeLength;
public string renderMaterialName;
public Trail_BM()
{
}
public Trail_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float visibleTimeLength, Material renderMaterial) : base(elementName, elementGuid, tags,
attachedElement)
{
this.visibleTimeLength = visibleTimeLength;
this.renderMaterialName = renderMaterial.name;
}
public override void ExecuteBM()
{
matchedElement = Trail.GenerateElement(elementName, elementGuid, tags,
false, GetElement(attachedElementGuid),
visibleTimeLength); //TODO: Implement Material
}
public override GameElement DuplicateBM(GameElement parent)
{
return Trail.GenerateElement(elementName, elementGuid, tags,
false, parent, visibleTimeLength); //TODO: Implement Material
}
}
}
}

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