基础内容-7

Trail
完整Note
This commit is contained in:
SoulliesOfficial
2025-02-02 08:34:54 -05:00
parent 38ec74bfef
commit efca87e9cd
60 changed files with 1503 additions and 228 deletions

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using UniRx;
using UnityEngine;
@@ -13,9 +14,6 @@ namespace Ichni.RhythmGame
{
//物体名
public string elementName;
//序列号
public int serialNumber;
//标识 GUID
public Guid elementGuid;
@@ -24,14 +22,14 @@ namespace Ichni.RhythmGame
public List<string> tags;
//存档
//public BaseElement_BM matchedBM;
public BaseElement_BM matchedBM;
//父游戏物体
public BaseElement parentElement;
//子物体列表
public List<BaseElement> childElementList = new List<BaseElement>();
//次级模块
public TimeDurationSubmodule timeDurationSubmodule;
public TransformSubmodule transformSubmodule;
@@ -41,10 +39,11 @@ namespace Ichni.RhythmGame
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void Initialize(string name)
public virtual void Initialize(string name, Guid elementGuid, List<string> tags)
{
this.elementName = name;
this.elementGuid = Guid.NewGuid();
this.elementGuid = elementGuid;
this.tags = tags;
EditorManager.instance.elementList.Add(this);
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
@@ -56,7 +55,7 @@ namespace Ichni.RhythmGame
/// </summary>
public virtual void AfterInitialize()
{
}
/// <summary>
@@ -64,15 +63,7 @@ namespace Ichni.RhythmGame
/// </summary>
public virtual void Refresh()
{
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
}
/// <summary>
@@ -88,25 +79,8 @@ namespace Ichni.RhythmGame
transform.SetParent(parentElement.transform);
}
}
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
public abstract partial class BaseElement
{
private void Start()
@@ -116,15 +90,14 @@ namespace Ichni.RhythmGame
public virtual void SetTimeDuration()
{
}
[Button("Apply Time Duration From Child")]
public void ApplyTimeDuration()
{
childElementList.ForEach(x => x.ApplyTimeDuration());
timeDurationSubmodule?.SetDurationFromChildren(childElementList.Select(x=>x.timeDurationSubmodule).ToList());
timeDurationSubmodule?.SetDurationFromChildren(childElementList.Select(x => x.timeDurationSubmodule)
.ToList());
}
/// <summary>
@@ -147,11 +120,12 @@ namespace Ichni.RhythmGame
{
offset += scaleOffset;
}
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
@@ -159,11 +133,12 @@ namespace Ichni.RhythmGame
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
@@ -171,15 +146,116 @@ namespace Ichni.RhythmGame
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(gameObject);
}
}
public abstract partial class BaseElement //存档,删除,复制,粘贴
{
/// <summary>
/// 用于生成存档
/// </summary>
public abstract void SaveBM();
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
}
/// <summary>
/// 删除物体,包括所有子物体
/// </summary>
[Button("Delete")]
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.elementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
namespace Beatmap
{
[System.Serializable]
public abstract class BaseElement_BM
{
[System.NonSerialized] public static Dictionary<Guid, BaseElement_BM> identifier; //存档类的标识符
[System.NonSerialized] public BaseElement 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 BaseElement_BM()
{
}
public BaseElement_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement)
{
this.elementName = elementName;
this.elementGuid = elementGuid;
this.tags = tags;
this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
identifier.TryAdd(this.elementGuid, this);
}
public static BaseElement_BM GetElementBM(Guid id)
{
if (identifier.TryGetValue(id, out BaseElement_BM element_BM))
{
return element_BM;
}
Debug.LogAssertion("Element not found or do not have id");
return null;
}
public static BaseElement GetElement(Guid id)
{
return GetElementBM(id)?.matchedElement;
}
/// <summary>
/// 用于从存档中生成物体
/// </summary>
public abstract void ExecuteBM();
/// <summary>
/// 用于复制物体
/// </summary>
public abstract BaseElement DuplicateBM(BaseElement parent);
}
}
}

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@@ -0,0 +1,81 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni
{
[System.Serializable]
public class AnimatedInt
{
public int value; //值
public float time;
public AnimatedInt()
{
}
public AnimatedInt(int value, float time)
{
this.value = value;
this.time = time;
}
}
[System.Serializable]
public class FlexibleInt
{
public int value;
public List<AnimatedInt> animations;
public FlexibleInt()
{
animations = new List<AnimatedInt>();
}
public FlexibleInt(List<AnimatedInt> anim)
{
this.animations = anim;
}
public void Add(AnimatedInt animatedInt)
{
animations.Add(animatedInt);
}
/// <summary>
/// 在动画脚本的Update中更新Int Value
/// </summary>
/// <param name="歌曲时间"></param>
public FlexibleReturnType UpdateFlexibleInt(float nowTime)
{
AnimatedInt nowAnimatedInt = GetAnimatedInt(nowTime); //获取当前时间点对应的AnimatedInt
value = nowAnimatedInt.value; //更新value
return FlexibleReturnType.MiddleExecuting;
}
/// <summary>
/// 获取songTime对应的AnimatedInt的时间段
/// </summary>
/// <param name="歌曲时间"></param>
/// <returns>返回距离当前时间最近的前一个AnimatedInt</returns>
AnimatedInt GetAnimatedInt(float nowTime)
{
for (int i = 0; i < animations.Count; i++)
{
if (nowTime < animations[i].time)
{
if (i == 0)
{
return animations[i];
}
else
{
return animations[i - 1];
}
}
}
return new AnimatedInt(0, 0);
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 824c05113512f41048fc8189760bd7cc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -29,6 +29,32 @@ namespace Ichni.RhythmGame
{
return time >= startTime - offset && time <= endTime + offset;
}
public void SetDuration(float startTime, float endTime)
{
this.startTime = startTime;
this.endTime = endTime;
}
public void SetDuration(params FlexibleFloat[] flexibleFloats)
{
List<float> startTimes = new List<float>();
List<float> endTimes = new List<float>();
foreach (FlexibleFloat flexibleFloat in flexibleFloats)
{
flexibleFloat.Sort();
if (flexibleFloat.animations.Count > 0)
{
startTimes.Add(flexibleFloat.animations[0].startTime);
endTimes.Add(flexibleFloat.animations[^1].endTime);
}
}
startTime = startTimes.Min();
endTime = endTimes.Max();
}
public void SetDurationFromChildren(List<TimeDurationSubmodule> children)
{

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@@ -15,6 +15,10 @@ public class BasePrefabsCollection : SerializedScriptableObject
public GameObject track;
public GameObject pathNode;
public Material defaultTrackMaterial;
[Title("Trail相关")]
public GameObject trail;
public Material defaultTrailMaterial;
[Title("Note 相关")]
public GameObject tapNote;
@@ -27,8 +31,7 @@ public class BasePrefabsCollection : SerializedScriptableObject
public AudioClip holdNoteLoopSound;
public AudioClip holdNoteEndSound;
public AudioClip flickNoteSound;
[Title("Effect相关")]
public GameObject bloomShake;
}

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@@ -11,10 +11,11 @@ namespace Ichni
public class EditorManager : SerializedMonoBehaviour
{
public static EditorManager instance;
public SongModule songModule;
public BasePrefabsCollection basePrefabs;
public SongModule songModule;
public NoteBase.NoteJudgeType currentJudgeType;
public BasePrefabsCollection basePrefabs;
public List<BaseElement> elementList = new List<BaseElement>();
private void Awake()
@@ -24,19 +25,28 @@ namespace Ichni
private void Start()
{
var f0 = ElementFolder.GenerateElement("Folder", null);
var dis0 = Displacement.GenerateElement("Displacement-0", f0,
new FlexibleFloat(),
new FlexibleFloat(new List<AnimatedFloat>(){new (0,2,0,2, AnimationCurveType.Linear)}),
new FlexibleFloat());
var t0 = Track.GenerateElement("Track", f0, Vector3.left * 5f);
t0.trackPathSubmodule = new TrackPathSubmodule(t0, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed, false);
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable(t0, 0, 2, 1, AnimationCurveType.Linear);
t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(t0);
var p0 = PathNode.GenerateElement("PathNode-0", t0, 0, new Vector3(-5,5,10), Vector3.forward, 1, Color.white);
var p1 = PathNode.GenerateElement("PathNode-1", t0, 1, new Vector3(5,-5,10), Vector3.forward, 0, Color.red);
var n0 = Tap.GenerateElement("Note-0", 1f, t0);
var n0v = BasicNoteVisual.GenerateElement("Note-0-V", "basic", "BasicNoteTap3D", Vector3.zero, Vector3.zero, Vector3.one, n0);
//currentJudgeType = NoteBase.NoteJudgeType.Perfect;
var f0 = ElementFolder.GenerateElement("Folder", Guid.NewGuid(), new List<string>(), null);
// var dis0 = Displacement.GenerateElement("Displacement-0", f0,
// new FlexibleFloat(),
// new FlexibleFloat(new List<AnimatedFloat>(){new (0,2,0,2, AnimationCurveType.Linear)}),
// new FlexibleFloat());
var t0 = Track.GenerateElement("Track", Guid.NewGuid(), new List<string>(), f0, Vector3.left * 5f);
t0.trackPathSubmodule = new TrackPathSubmodule(t0, Track.TrackSpaceType.Linear,
Track.TrackSamplingType.TimeDistributed, false);
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable(t0, 0, 2, 1, AnimationCurveType.OutQuad);
var pp0 = TrackPercentPoint.GenerateElement("TrackPercentPoint-0", Guid.NewGuid(), new List<string>(), t0,
new FlexibleFloat(new List<AnimatedFloat>() { new(0, 2, 0, 1, AnimationCurveType.OutQuad) }));
var tr0 = Trail.GenerateElement("Trail-0", Guid.NewGuid(), new List<string>(), pp0, 5);
// t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(t0);
var p0 = PathNode.GenerateElement("PathNode-0", Guid.NewGuid(), new List<string>(), t0,
new Vector3(-5, 5, 10), Vector3.forward, 1, Color.white);
var p1 = PathNode.GenerateElement("PathNode-1", Guid.NewGuid(), new List<string>(), t0,
new Vector3(5, -5, 10), Vector3.forward, 0, Color.red);
var n0 = Tap.GenerateElement("Note-0", Guid.NewGuid(), new List<string>(), 1f, t0);
var n0v = BasicNoteVisual.GenerateElement("Note-0-V", Guid.NewGuid(), new List<string>(), "basic",
"BasicNoteTap3D", Vector3.zero, Vector3.zero, Vector3.one, n0);
elementList.ForEach(e => e.AfterInitialize());
}