@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
@@ -1109,5 +1110,7 @@ namespace Ichni.Editor
|
||||
return fieldVal.Equals(targetVal);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
142
Assets/Scripts/Console/consoleOnMono.cs
Normal file
142
Assets/Scripts/Console/consoleOnMono.cs
Normal file
@@ -0,0 +1,142 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Ichni;
|
||||
using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class consoleOnMono : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
if (Keyboard.current.f7Key.wasPressedThisFrame)
|
||||
{
|
||||
StartCoroutine(read());
|
||||
}
|
||||
}
|
||||
public IEnumerator read()
|
||||
{
|
||||
string path = Application.streamingAssetsPath + "/1.txt";
|
||||
string[] lines = File.ReadAllLines(path);
|
||||
Dictionary<string, ElementFolder> folders = new Dictionary<string, ElementFolder>();
|
||||
Dictionary<string, Track> tracks = new Dictionary<string, Track>();
|
||||
ElementFolder FindFolder(string id)
|
||||
{
|
||||
if (folders.ContainsKey(id))
|
||||
{
|
||||
return folders[id];
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Folder with ID {id} not found.");
|
||||
}
|
||||
}
|
||||
|
||||
TMP_Text text = LogWindow.LogText("start..", Color.yellow);
|
||||
int c = 0;
|
||||
var rootFolder = ElementFolder.GenerateElement("root", Guid.NewGuid(), new List<string>(), true, null);
|
||||
|
||||
foreach (string line in lines)
|
||||
{
|
||||
yield return null; // 每行处理后等待一帧,防止卡顿
|
||||
text.text = $"Processing line {c + 1}/{lines.Length}";
|
||||
c++;
|
||||
string[] parts = line.Split(' ');
|
||||
|
||||
switch (parts[0])
|
||||
{
|
||||
// 在 read() 协程的 foreach 循环 switch (parts[0]) 中添加:
|
||||
|
||||
case "FD": // 创建 Folder
|
||||
{
|
||||
string folderId = parts[1];
|
||||
string folderName = parts[2];
|
||||
// 调用 Ichni 引擎的生成方法 (参考项目中已有的生成逻辑)
|
||||
ElementFolder newFolder = ElementFolder.GenerateElement(folderName, Guid.NewGuid(), new List<string>(), true, rootFolder);
|
||||
folders.Add(folderId, newFolder);
|
||||
}
|
||||
break;
|
||||
|
||||
case "TR": // 仅创建轨道
|
||||
{
|
||||
string tId = parts[1];
|
||||
ElementFolder parentFolder = FindFolder(parts[2]);
|
||||
Track newTrack = Track.GenerateElement(parts[3], Guid.NewGuid(), new List<string>(), true, parentFolder);
|
||||
|
||||
newTrack.trackTimeSubmodule = new TrackTimeSubmoduleMovable(
|
||||
newTrack, float.Parse(parts[4]), float.Parse(parts[5]), float.Parse(parts[6]), (AnimationCurveType)int.Parse(parts[7])
|
||||
);
|
||||
newTrack.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(newTrack, false, 0, false, new Vector2(0, 0), new Vector2(1, 1));
|
||||
|
||||
tracks.Add(tId, newTrack); // 先加入字典,方便后续 PN 指令查找
|
||||
}
|
||||
break;
|
||||
|
||||
case "PN": // 逐个添加路径节点
|
||||
{
|
||||
string targetTrackId = parts[1];
|
||||
Track targetTrack = tracks[targetTrackId];
|
||||
Vector3 pos = new Vector3(float.Parse(parts[2]), float.Parse(parts[3]), float.Parse(parts[4]));
|
||||
|
||||
// 生成节点并挂载到轨道
|
||||
var node = PathNode.GenerateElement(pos.ToString(), Guid.NewGuid(), new List<string>(), true, targetTrack, true);
|
||||
node.transformSubmodule.originalPosition = pos;
|
||||
node.transformSubmodule.originalScale = new Vector3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
// 标记轨道需要刷新(可选:为了性能可以等所有 PN 完后再统一 Refresh)
|
||||
targetTrack.Refresh();
|
||||
}
|
||||
break;
|
||||
case "SW": // 应用旋转 (旧版相机取反)
|
||||
{
|
||||
float startTime = float.Parse(parts[2]);
|
||||
float endTime = float.Parse(parts[3]);
|
||||
int curveIndex = int.Parse(parts[4]); // 获取曲线索引
|
||||
// int curveType = int.Parse(parts[4]); // 如果有曲线系统可以应用
|
||||
|
||||
// 提取取反后的旋转数值
|
||||
Vector3 startRot = new Vector3(float.Parse(parts[5]), float.Parse(parts[6]), float.Parse(parts[7]));
|
||||
Vector3 endRot = new Vector3(float.Parse(parts[8]), float.Parse(parts[9]), float.Parse(parts[10]));
|
||||
|
||||
ElementFolder targetFolder = FindFolder(parts[1]);
|
||||
if (targetFolder == null) continue;
|
||||
if (targetFolder.childElementList.FirstOrDefault(i => i is Swirl) == null)
|
||||
{
|
||||
|
||||
Swirl.GenerateElement("swirl", Guid.NewGuid(), new List<string>(), true, targetFolder,
|
||||
new FlexibleFloat(
|
||||
new List<AnimatedFloat> { new(startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex) })
|
||||
, new FlexibleFloat(
|
||||
new List<AnimatedFloat> { new(startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex) })
|
||||
, new FlexibleFloat(
|
||||
new List<AnimatedFloat> { new(startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex) })
|
||||
);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Swirl swirl = targetFolder.childElementList.First(i => i is Swirl) as Swirl;
|
||||
swirl.eulerAngleX.Add(new AnimatedFloat(
|
||||
startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex
|
||||
));
|
||||
swirl.eulerAngleY.Add(new AnimatedFloat(
|
||||
startTime, endTime, startRot.y, endRot.y, (AnimationCurveType)curveIndex
|
||||
));
|
||||
swirl.eulerAngleZ.Add(new AnimatedFloat(
|
||||
startTime, endTime, startRot.z, endRot.z, (AnimationCurveType)curveIndex
|
||||
));
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
text.text = "Completed!";
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Console/consoleOnMono.cs.meta
Normal file
11
Assets/Scripts/Console/consoleOnMono.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b21947a05ccd4a24789e2de2f396b8f8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user