基础内容-7

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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

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@@ -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);
}
}
}