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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@@ -0,0 +1,59 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class CrossTrackPoint : BaseElement
{
public ElementFolder trackListFolder;
public Track nowAttachedTrack;
private int nowAttachedTrackIndex;
public SplinePositioner trackPositioner;
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
{
CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
point.Initialize(elementName, id, tags);
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.nowAttachedTrackIndex = -1;
point.trackListFolder = elementFolder;
point.trackSwitch = trackSwitch;
point.trackPercent = trackPercent;
point.transformSubmodule = new TransformSubmodule(point);
point.timeDurationSubmodule = new TimeDurationSubmodule(point);
point.SetParent(elementFolder);
return point;
}
private void Update()
{
if (trackPercent.animations.Count > 0)
{
trackSwitch.UpdateFlexibleInt(EditorManager.instance.songModule.songTime);
trackPercent.UpdateFlexibleFloat(EditorManager.instance.songModule.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);
}
}
}

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@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
@@ -12,24 +13,19 @@ namespace Ichni.RhythmGame
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public static TrackHeadPoint GenerateElement(string elementName, Track track)
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
{
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
head.NewInitialize(elementName, track);
head.Initialize(elementName, id, tags);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
head.SetParent(track);
return head;
}
private void NewInitialize(string elementName, Track track)
{
base.Initialize(elementName);
this.track = track;
this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
this.trackPositioner.spline = track.trackPathSubmodule.path;
this.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))

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@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -19,27 +20,23 @@ namespace Ichni.RhythmGame
private bool isBeyond1 = false;
public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
public static TrackPercentPoint GenerateElement(string elementName, Guid id, List<string> tags,
Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
point.NewInitialize(elementName, track, trackPercent);
point.Initialize(elementName, id, tags);
point.track = track;
point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
point.trackPositioner.spline = track.trackPathSubmodule.path;
point.trackPercent = trackPercent;
point.SetParent(track);
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;
}
private void NewInitialize(string elementName, Track track, FlexibleFloat trackPercent)
{
base.Initialize(elementName);
this.track = track;
this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
this.trackPositioner.spline = track.trackPathSubmodule.path;
this.trackPercent = trackPercent;
}
public void Update()
{
if (trackPercent.animations.Count > 0)