小更新
This commit is contained in:
@@ -75,7 +75,12 @@ namespace Ichni.RhythmGame
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var timeEffectsCollectionButton = inspector.GenerateButton(this, generateEnvironment, "Time Effects Collection",
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() => TimeEffectsCollection.GenerateElement("New Time Effects Collection", Guid.NewGuid(),
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new List<string>(), true, this, 0));
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var generateParticleEmitterButton = inspector.GenerateButton(this, generateEnvironment, "Generate Particle Emitter", () =>
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{
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ParticleEmitter.GenerateElement("New Particle Emitter", Guid.NewGuid(), new List<string>(), true,
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this, "", "",false,0, 1, ParticleSystemSimulationSpace.World,
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10, 5, 1, 1 ,true, Vector3.zero);
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});
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}
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}
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@@ -11,7 +11,7 @@ namespace Ichni.RhythmGame
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public partial class EnvironmentObject : SubstantialObject
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{
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public bool isStatic;
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public static EnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isStatic)
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{
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@@ -0,0 +1,360 @@
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using System;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.Editor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Ichni.RhythmGame
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{
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public partial class ParticleEmitter : GameElement, IHaveParticles, IHaveTimeDurationSubmodule, IHaveTransformSubmodule, IHaveColorSubmodule
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{
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public ParticleSystem particle { get; set; }
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private IHaveParticles particlesContainer => this;
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public TransformSubmodule transformSubmodule { get; set; }
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public ColorSubmodule colorSubmodule { get; set; }
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public bool haveBaseColor => true;
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public bool haveEmissionColor => true;
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private List<string> themeBundleList;
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private List<string> materialNameList;
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public string themeBundleName;
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public string materialName;
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public bool prewarm;
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public float playTime;
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public float stopTime;
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public ParticleSystemSimulationSpace simulationSpace;
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public float density;
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public float lifeTime;
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public float speed;
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public float radius;
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public bool isAutoOrient;
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public Vector3 particleRotation;
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public static ParticleEmitter GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, GameElement parentElement, string themeBundleName, string materialName,
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bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace,
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float density, float lifeTime, float speed, float radius,
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bool isAutoOrient, Vector3 particleRotation)
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{
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ParticleEmitter particleEmitter = Instantiate(EditorManager.instance.basePrefabs.particleEmitter, parentElement.transform)
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.GetComponent<ParticleEmitter>();
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particleEmitter.particle = particleEmitter.GetComponent<ParticleSystem>();
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particleEmitter.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
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particleEmitter.playTime = playTime;
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particleEmitter.stopTime = stopTime;
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particleEmitter.themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
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particleEmitter.materialNameList = new List<string>();
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particleEmitter.themeBundleName = themeBundleName;
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particleEmitter.materialName = materialName;
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particleEmitter.particlesContainer.SetParticleMaterial(themeBundleName, materialName);
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particleEmitter.SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation, false);
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return particleEmitter;
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}
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public void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace,
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float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation, bool mark)
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{
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//这个Mark没有任何作用,只是为了让解释器把interface中的函数和这个函数区分开。否则会Stackoverflow。
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this.prewarm = prewarm;
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this.simulationSpace = simulationSpace;
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this.density = density;
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this.lifeTime = lifeTime;
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this.speed = speed;
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this.radius = radius;
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this.isAutoOrient = isAutoOrient;
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this.particleRotation = particleRotation;
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(this as IHaveParticles).SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation);
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}
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public override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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transformSubmodule = new TransformSubmodule(this);
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colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
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}
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}
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public partial class ParticleEmitter
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{
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private void Update()
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{
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float songTime = EditorManager.instance.songInformation.songTime;
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if (playTime > songTime || stopTime < songTime)
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{
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if (particle.isPlaying || particle.isPaused)
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{
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particle.Stop();
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if (songTime < playTime) { particle.Clear(); }
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}
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}
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else
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{
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if (!EditorManager.instance.musicPlayer.isPlaying)
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{
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particle.Pause();
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}
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else if (!particle.isPlaying)
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{
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particle.Play();
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}
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}
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}
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public override void Refresh()
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{
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base.Refresh();
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ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
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particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
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if (colorSubmodule.emissionEnabled)
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{
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particleSystemRenderer.material.EnableKeyword("_EMISSION_ON");
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particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
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}
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else
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{
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particleSystemRenderer.material.DisableKeyword("_EMISSION_ON");
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}
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}
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}
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public partial class ParticleEmitter
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{
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public override void SetUpInspector()
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{
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base.SetUpInspector();
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Particle Tracker");
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// 确保 themeBundleList 初始化
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if (themeBundleList == null)
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themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
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DynamicUISubcontainer particleSettings0 = container.GenerateSubcontainer(3);
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inspector.GenerateToggle(this, particleSettings0, "Prewarm", nameof(prewarm))
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.AddListenerFunction(() => particlesContainer.SetPrewarm(prewarm));
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inspector.GenerateInputField(this, particleSettings0, "Play Time", nameof(playTime));
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inspector.GenerateInputField(this, particleSettings0, "Stop Time", nameof(stopTime));
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DynamicUISubcontainer particleSettings2 = container.GenerateSubcontainer(3);
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inspector.GenerateDropdown(this, particleSettings2, "Simulation Space", typeof(ParticleSystemSimulationSpace), nameof(simulationSpace))
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.AddListenerFunction(() => particlesContainer.SetSimulationSpace(simulationSpace));
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inspector.GenerateInputField(this, particleSettings2, "Density", nameof(density))
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.AddListenerFunction(()=>particlesContainer.SetDensity(density));
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inspector.GenerateInputField(this, particleSettings2, "Life Time", nameof(lifeTime))
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.AddListenerFunction(()=>particlesContainer.SetLifeTime(lifeTime));
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inspector.GenerateInputField(this, particleSettings2, "Speed", nameof(speed))
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.AddListenerFunction(()=>particlesContainer.SetSpeed(speed));
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inspector.GenerateInputField(this, particleSettings2, "Radius", nameof(radius))
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.AddListenerFunction(()=>particlesContainer.SetRadius(radius));
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DynamicUISubcontainer particleSettings3_0 = container.GenerateSubcontainer(3);
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inspector.GenerateToggle(this, particleSettings3_0, "Is Auto Orient", nameof(isAutoOrient))
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.AddListenerFunction(()=>particlesContainer.SetAlignment(isAutoOrient, particleRotation));
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DynamicUISubcontainer particleSettings3_1 = container.GenerateSubcontainer(1);
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inspector.GenerateVector3InputField(this, particleSettings3_1, "Particle Rotation", nameof(particleRotation))
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.AddListenerFunction(()=>particlesContainer.SetParticleRotation(particleRotation));
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DynamicUISubcontainer materialSettings = container.GenerateSubcontainer(3);
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var themeBundleDropdown =
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inspector.GenerateDropdown(this, materialSettings, "Theme Bundle", themeBundleList, nameof(themeBundleName))
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.AddListenerFunction(() => inspectorMain.SetInspector(this));
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if (themeBundleName != String.Empty && ThemeBundleManager.instance.TryGetThemeBundle(themeBundleName, out ThemeBundle themeBundle))
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{
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materialNameList = themeBundle.assetList_Material.ConvertAll(x => x.name);
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var objectNameDropdown =
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inspector.GenerateDropdown(this, materialSettings, "Material Name", materialNameList, nameof(materialName))
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.AddListenerFunction(() => inspectorMain.SetInspector(this));
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}
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else
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{
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materialNameList = new List<string>(); // 防止为null
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var objectNameDropdown =
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inspector.GenerateDropdown(this, materialSettings, "Material Name", materialNameList, nameof(materialName));
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objectNameDropdown.dropdown.interactable = false;
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} // 如果没有选择主题包,则材质名称下拉框不可用
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var setMaterialButton = inspector.GenerateButton(this, materialSettings, "Set Material", () =>
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{
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particlesContainer.SetParticleMaterial(themeBundleName, materialName);
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});
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if (themeBundleName == String.Empty || materialName == String.Empty)
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{
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setMaterialButton.button.interactable = false;
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}
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}
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public override void SaveBM()
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{
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matchedBM = new ParticleEmitter_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius,
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isAutoOrient, particleRotation, themeBundleName, materialName);
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}
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}
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namespace Beatmap
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{
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public class ParticleEmitter_BM : GameElement_BM
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{
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public bool prewarm = false;
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public float playTime = 0f;
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public float stopTime = 1f;
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public ParticleSystemSimulationSpace simulationSpace;
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public float density = 10;
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public float lifeTime = 5;
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public float speed;
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public float radius;
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public bool isAutoOrient = true;
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public Vector3 particleRotation = Vector3.zero;
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public string materialThemeBundleName = string.Empty;
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public string materialName = string.Empty;
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public ParticleEmitter_BM()
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{
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}
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public ParticleEmitter_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
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bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace,
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float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation,
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string materialThemeBundleName, string materialName) :
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base(elementName, elementGuid, tags, attachedElement)
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{
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this.prewarm = prewarm;
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this.playTime = playTime;
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this.stopTime = stopTime;
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this.simulationSpace = simulationSpace;
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this.density = density;
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this.lifeTime = lifeTime;
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this.speed = speed;
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this.radius = radius;
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this.isAutoOrient = isAutoOrient;
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this.particleRotation = particleRotation;
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this.materialThemeBundleName = materialThemeBundleName;
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this.materialName = materialName;
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}
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public override void ExecuteBM()
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{
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matchedElement = ParticleEmitter.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), materialThemeBundleName, materialName,
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prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius,
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isAutoOrient, particleRotation);
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}
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public override GameElement DuplicateBM(GameElement attached)
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{
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return ParticleEmitter.GenerateElement(elementName, Guid.NewGuid(), tags, false,
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attached, materialThemeBundleName, materialName,
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prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius,
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isAutoOrient, particleRotation);
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}
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}
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}
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public interface IHaveParticles
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{
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public ParticleSystem particle { get; set; }
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public virtual void SetParticleMaterial(string themeBundleName, string materialName)
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{
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Material material = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, materialName);
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if (material == null)
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{
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material = ThemeBundleManager.instance.GetObject<Material>("basic", "Basic_Track_Default");
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}
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Renderer particleRenderer = particle.GetComponent<Renderer>();
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particleRenderer.material = Object.Instantiate(material);
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particleRenderer.InitializeShader();
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}
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public virtual void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace, float density, float lifeTime,
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float speed, float radius, bool isAutoOrient, Vector3 particleRotation)
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{
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SetPrewarm(prewarm);
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SetSimulationSpace(simulationSpace);
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SetDensity(density);
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SetLifeTime(lifeTime);
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SetSpeed(speed);
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SetRadius(radius);
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SetAlignment(isAutoOrient, particleRotation);
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}
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public void SetPrewarm(bool prewarm)
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{
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var mainModule = particle.main;
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mainModule.prewarm = prewarm;
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}
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public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace)
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{
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var mainModule = particle.main;
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mainModule.simulationSpace = simulationSpace;
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}
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public void SetDensity(float density)
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{
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var emission = particle.emission;
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emission.rateOverTime = density;
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}
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public void SetLifeTime(float lifeTime)
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{
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var mainModule = particle.main;
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mainModule.startLifetime = lifeTime;
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}
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public void SetSpeed(float speed)
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{
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var mainModule = particle.main;
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mainModule.startSpeed = speed;
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}
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public void SetRadius(float radius)
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{
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var shapeModule = particle.shape;
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shapeModule.radius = radius;
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}
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public void SetAlignment(bool isAutoOrient, Vector3 particleRotation = default)
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{
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ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
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var mainModule = particle.main;
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if (isAutoOrient)
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{
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particleSystemRenderer.alignment = ParticleSystemRenderSpace.View;
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mainModule.startRotation3D = false; // 禁用3D旋转
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}
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else
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{
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particleSystemRenderer.alignment = ParticleSystemRenderSpace.Local;
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mainModule.startRotation3D = true; // 启用3D旋转
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SetParticleRotation(particleRotation);
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}
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}
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public void SetParticleRotation(Vector3 particleRotation)
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{
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Vector3 vector3Rotation = particleRotation * Mathf.Deg2Rad;
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var mainModule = particle.main;
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mainModule.startRotationX = vector3Rotation.x;
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mainModule.startRotationY = vector3Rotation.y;
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mainModule.startRotationZ = vector3Rotation.z;
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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: 169162a593e5d094b839ce348712fa85
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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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@@ -13,6 +13,7 @@ namespace Ichni.RhythmGame
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public TransformSubmodule transformSubmodule { get; set; }
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public ColorSubmodule colorSubmodule { get; set; }
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public virtual bool haveBaseColor => true;
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public virtual bool haveEmissionColor => false;
|
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|
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public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
|
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@@ -9,15 +9,18 @@ using UnityEngine.Serialization;
|
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namespace Ichni.RhythmGame
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{
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public partial class ParticleTracker : GameElement, IHaveColorSubmodule
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public partial class ParticleTracker : GameElement, IHaveParticles, IHaveColorSubmodule
|
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{
|
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public Track track;
|
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public ParticleController particleController;
|
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public ParticleSystem particle;
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private IHaveParticles particlesContainer => this;
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public ParticleSystem particle { get; set; }
|
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public ColorSubmodule colorSubmodule { get; set; }
|
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public bool haveBaseColor => true;
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public bool haveEmissionColor => true;
|
||||
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private List<string> themeBundleList;
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private List<string> materialNameList;
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public string themeBundleName;
|
||||
public string materialName;
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@@ -45,6 +48,7 @@ namespace Ichni.RhythmGame
|
||||
{
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ParticleTracker particleTracker = Instantiate(EditorManager.instance.basePrefabs.particleTracker, track.transform)
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.GetComponent<ParticleTracker>();
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particleTracker.particle = particleTracker.GetComponent<ParticleSystem>();
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particleTracker.Initialize(elementName, id, tags, isFirstGenerated, track);
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particleTracker.track = track;
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particleTracker.particleController.spline = track.trackPathSubmodule.path;
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@@ -54,7 +58,7 @@ namespace Ichni.RhythmGame
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particleTracker.materialNameList = new List<string>();
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particleTracker.themeBundleName = themeBundleName;
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particleTracker.materialName = materialName;
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particleTracker.SetParticleMaterial(themeBundleName, materialName);
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particleTracker.particlesContainer.SetParticleMaterial(themeBundleName, materialName);
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particleTracker.SetParticleSettings(prewarm, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation);
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return particleTracker;
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}
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@@ -64,25 +68,9 @@ namespace Ichni.RhythmGame
|
||||
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
|
||||
}
|
||||
|
||||
public void SetParticleMaterial(string themeBundleName, string materialName)
|
||||
{
|
||||
|
||||
Material material = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, materialName);
|
||||
if (material == null)
|
||||
{
|
||||
print("Material not found: " + themeBundleName + ", " + materialName);
|
||||
material = ThemeBundleManager.instance.GetObject<Material>("basic", "Basic_Track_Default");
|
||||
}
|
||||
Renderer particleRenderer = particle.GetComponent<Renderer>();
|
||||
particleRenderer.material = Instantiate(material);
|
||||
particleRenderer.InitializeShader();
|
||||
|
||||
}
|
||||
|
||||
public void SetParticleSettings(bool prewarm,
|
||||
bool is3D, float width, Vector3 extendDirection,
|
||||
float density, float lifeTime,
|
||||
bool isAutoOrient, Vector3 particleRotation)
|
||||
public void SetParticleSettings(bool prewarm, bool is3D, float width, Vector3 extendDirection,
|
||||
float density, float lifeTime, bool isAutoOrient, Vector3 particleRotation)
|
||||
{
|
||||
this.prewarm = prewarm;
|
||||
this.is3D = is3D;
|
||||
@@ -93,12 +81,9 @@ namespace Ichni.RhythmGame
|
||||
this.prewarm = prewarm;
|
||||
this.isAutoOrient = isAutoOrient;
|
||||
this.particleRotation = particleRotation;
|
||||
|
||||
SetPrewarm();
|
||||
particlesContainer.SetParticleSettings(prewarm, ParticleSystemSimulationSpace.Local, density,
|
||||
lifeTime, 0, 1, isAutoOrient, particleRotation);
|
||||
SetShape();
|
||||
SetDensity();
|
||||
SetLifeTime();
|
||||
SetAlignment();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -139,9 +124,6 @@ namespace Ichni.RhythmGame
|
||||
themeBundleName, materialName);
|
||||
}
|
||||
|
||||
private List<string> themeBundleList;
|
||||
private List<string> materialNameList;
|
||||
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
base.SetUpInspector();
|
||||
@@ -155,24 +137,32 @@ namespace Ichni.RhythmGame
|
||||
themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
|
||||
|
||||
DynamicUISubcontainer particleSettings0 = container.GenerateSubcontainer(3);
|
||||
inspector.GenerateToggle(this, particleSettings0, "Prewarm", nameof(prewarm)).AddListenerFunction(SetPrewarm);
|
||||
inspector.GenerateToggle(this, particleSettings0, "Prewarm", nameof(prewarm))
|
||||
.AddListenerFunction(() => particlesContainer.SetPrewarm(prewarm));
|
||||
inspector.GenerateInputField(this, particleSettings0, "Play Time", nameof(playTime));
|
||||
inspector.GenerateInputField(this, particleSettings0, "Stop Time", nameof(stopTime));
|
||||
|
||||
DynamicUISubcontainer particleSettings1_0 = container.GenerateSubcontainer(3);
|
||||
inspector.GenerateToggle(this, particleSettings1_0, "Is 3D", nameof(is3D)).AddListenerFunction(SetShape);
|
||||
inspector.GenerateInputField(this, particleSettings1_0, "Width", nameof(width)).AddListenerFunction(SetShape);
|
||||
inspector.GenerateToggle(this, particleSettings1_0, "Is 3D", nameof(is3D))
|
||||
.AddListenerFunction(SetShape);
|
||||
inspector.GenerateInputField(this, particleSettings1_0, "Width", nameof(width))
|
||||
.AddListenerFunction(SetShape);
|
||||
DynamicUISubcontainer particleSettings1_1 = container.GenerateSubcontainer(1);
|
||||
inspector.GenerateVector3InputField(this, particleSettings1_1, "Extend Direction", nameof(extendDirection)).AddListenerFunction(SetShape);
|
||||
inspector.GenerateVector3InputField(this, particleSettings1_1, "Extend Direction", nameof(extendDirection))
|
||||
.AddListenerFunction(SetShape);
|
||||
|
||||
DynamicUISubcontainer particleSettings2 = container.GenerateSubcontainer(3);
|
||||
inspector.GenerateInputField(this, particleSettings2, "Density", nameof(density)).AddListenerFunction(SetDensity);
|
||||
inspector.GenerateInputField(this, particleSettings2, "Life Time", nameof(lifeTime)).AddListenerFunction(SetLifeTime);
|
||||
inspector.GenerateInputField(this, particleSettings2, "Density", nameof(density))
|
||||
.AddListenerFunction(()=>particlesContainer.SetDensity(density));
|
||||
inspector.GenerateInputField(this, particleSettings2, "Life Time", nameof(lifeTime))
|
||||
.AddListenerFunction(()=>particlesContainer.SetLifeTime(lifeTime));
|
||||
|
||||
DynamicUISubcontainer particleSettings3_0 = container.GenerateSubcontainer(3);
|
||||
inspector.GenerateToggle(this, particleSettings3_0, "Is Auto Orient", nameof(isAutoOrient)).AddListenerFunction(SetAlignment);
|
||||
inspector.GenerateToggle(this, particleSettings3_0, "Is Auto Orient", nameof(isAutoOrient))
|
||||
.AddListenerFunction(()=>particlesContainer.SetAlignment(isAutoOrient, particleRotation));
|
||||
DynamicUISubcontainer particleSettings3_1 = container.GenerateSubcontainer(1);
|
||||
inspector.GenerateVector3InputField(this, particleSettings3_1, "Particle Rotation", nameof(particleRotation)).AddListenerFunction(SetParticleRotation);
|
||||
inspector.GenerateVector3InputField(this, particleSettings3_1, "Particle Rotation", nameof(particleRotation))
|
||||
.AddListenerFunction(()=>particlesContainer.SetParticleRotation(particleRotation));
|
||||
|
||||
DynamicUISubcontainer materialSettings = container.GenerateSubcontainer(3);
|
||||
var themeBundleDropdown =
|
||||
@@ -195,7 +185,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
var setMaterialButton = inspector.GenerateButton(this, materialSettings, "Set Material", () =>
|
||||
{
|
||||
SetParticleMaterial(themeBundleName, materialName);
|
||||
particlesContainer.SetParticleMaterial(themeBundleName, materialName);
|
||||
});
|
||||
|
||||
if (themeBundleName == String.Empty || materialName == String.Empty)
|
||||
@@ -215,50 +205,6 @@ namespace Ichni.RhythmGame
|
||||
particleController.Rebuild();
|
||||
}
|
||||
|
||||
private void SetDensity()
|
||||
{
|
||||
var emission = particle.emission;
|
||||
emission.rateOverTime = density;
|
||||
}
|
||||
|
||||
private void SetLifeTime()
|
||||
{
|
||||
var mainModule = particle.main;
|
||||
mainModule.startLifetime = lifeTime;
|
||||
}
|
||||
|
||||
private void SetPrewarm()
|
||||
{
|
||||
var mainModule = particle.main;
|
||||
mainModule.prewarm = prewarm;
|
||||
}
|
||||
|
||||
private void SetAlignment()
|
||||
{
|
||||
ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
|
||||
var mainModule = particle.main;
|
||||
if (isAutoOrient)
|
||||
{
|
||||
particleSystemRenderer.alignment = ParticleSystemRenderSpace.View;
|
||||
mainModule.startRotation3D = false; // 禁用3D旋转
|
||||
}
|
||||
else
|
||||
{
|
||||
particleSystemRenderer.alignment = ParticleSystemRenderSpace.Local;
|
||||
mainModule.startRotation3D = true; // 启用3D旋转
|
||||
SetParticleRotation();
|
||||
}
|
||||
}
|
||||
|
||||
private void SetParticleRotation()
|
||||
{
|
||||
Vector3 vector3Rotation = particleRotation * Mathf.Deg2Rad;
|
||||
var mainModule = particle.main;
|
||||
mainModule.startRotationX = vector3Rotation.x;
|
||||
mainModule.startRotationY = vector3Rotation.y;
|
||||
mainModule.startRotationZ = vector3Rotation.z;
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
|
||||
@@ -128,6 +128,12 @@ namespace Ichni.RhythmGame
|
||||
var environmentObjectButton = inspector.GenerateButton(this, generation, "Environment Object",
|
||||
() => TemporaryObject.GenerateElement("New Environment Object", Guid.NewGuid(), new List<string>(),
|
||||
true, this));
|
||||
var generateParticleEmitterButton = inspector.GenerateButton(this, generation, "Generate Particle Emitter", () =>
|
||||
{
|
||||
ParticleEmitter.GenerateElement("New Particle Emitter", Guid.NewGuid(), new List<string>(), true,
|
||||
this, "", "",false,0, 1, ParticleSystemSimulationSpace.World,
|
||||
10, 5, 1, 1 ,true, Vector3.zero);
|
||||
});
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
|
||||
@@ -86,6 +86,12 @@ namespace Ichni.RhythmGame
|
||||
var environmentObjectButton = inspector.GenerateButton(this, generation, "Environment Object",
|
||||
() => TemporaryObject.GenerateElement("New Environment Object", Guid.NewGuid(), new List<string>(),
|
||||
true, this));
|
||||
var generateParticleEmitterButton = inspector.GenerateButton(this, generation, "Generate Particle Emitter", () =>
|
||||
{
|
||||
ParticleEmitter.GenerateElement("New Particle Emitter", Guid.NewGuid(), new List<string>(), true,
|
||||
this, "", "",false,0, 1, ParticleSystemSimulationSpace.World,
|
||||
10, 5, 1, 1 ,true, Vector3.zero);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -115,6 +115,12 @@ namespace Ichni.RhythmGame
|
||||
var environmentObjectButton = inspector.GenerateButton(this, generation, "Environment Object",
|
||||
() => TemporaryObject.GenerateElement("New Environment Object", Guid.NewGuid(), new List<string>(),
|
||||
true, this));
|
||||
var generateParticleEmitterButton = inspector.GenerateButton(this, generation, "Generate Particle Emitter", () =>
|
||||
{
|
||||
ParticleEmitter.GenerateElement("New Particle Emitter", Guid.NewGuid(), new List<string>(), true,
|
||||
this, "", "",false,0, 1, ParticleSystemSimulationSpace.World,
|
||||
10, 5, 1, 1 ,true, Vector3.zero);
|
||||
});
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
|
||||
@@ -35,6 +35,7 @@ namespace Ichni.RhythmGame
|
||||
public GameObject triggerHint;
|
||||
|
||||
[Title("Effect相关")] public Material defaultParticleMaterial;
|
||||
public GameObject particleEmitter;
|
||||
public GameObject bloomEffect;
|
||||
public GameObject cameraZoomEffect;
|
||||
public GameObject cameraShakeEffect;
|
||||
|
||||
Reference in New Issue
Block a user