Inspector

初步测试Inspector
This commit is contained in:
SoulliesOfficial
2025-02-11 22:58:56 -05:00
parent 1b3c3556a1
commit f949cd3229
33 changed files with 1679 additions and 93 deletions

View File

@@ -5,6 +5,9 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 含有颜色属性的次级模块,包括基础颜色(透明度)、发光颜色和发光强度
/// </summary>
public class ColorSubmodule : SubmoduleBase
{
public Color originalBaseColor;

View File

@@ -5,6 +5,9 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 包含效果的次级模块
/// </summary>
public partial class EffectSubmodule : SubmoduleBase
{
public Dictionary<string, List<EffectBase>> effectCollection;
@@ -14,14 +17,15 @@ namespace Ichni.RhythmGame
{
effectCollection = new Dictionary<string, List<EffectBase>>();
if (preset == EffectSubmodulePreset.Default)
if (preset == EffectSubmodulePreset.Default) //对于默认的效果次级模块只有Default效果集合
{
effectCollection.Add("Default", new List<EffectBase>());
}
else if (preset == EffectSubmodulePreset.Note)
else if (preset == EffectSubmodulePreset.Note) //对于Note的效果次级模块在Note的不同状态下有独立的效果集合
{
effectCollection.Add("Generate", new List<EffectBase>());
effectCollection.Add("GeneralJudge", new List<EffectBase>());
effectCollection.Add("Holding", new List<EffectBase>()); //仅用于Hold
effectCollection.Add("Perfect", new List<EffectBase>());
effectCollection.Add("Good", new List<EffectBase>());
effectCollection.Add("Bad", new List<EffectBase>());
@@ -216,7 +220,11 @@ namespace Ichni.RhythmGame
{
this.effectTime = effectTime;
}
/// <summary>
/// 转换为游戏类
/// </summary>
/// <returns></returns>
public abstract EffectBase ConvertToGameType();
}
}

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@@ -9,7 +9,7 @@ namespace Ichni.RhythmGame
{
public class TimeDurationSubmodule: SubmoduleBase
{
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略,且在自动计算区间时跳过此模块
public float startTime, endTime; //起止时间
public TimeDurationSubmodule(GameElement attachedGameElement) : base(attachedGameElement)

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@@ -34,4 +34,8 @@ public class BasePrefabsCollection : SerializedScriptableObject
[Title("Effect相关")]
public GameObject bloomShake;
[Title("DynamicUI相关")]
public GameObject dynamicUIContainer;
public GameObject inputField;
}