using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class NoteBase : BaseElement
{
[Title("Basic Info")]
public float exactJudgeTime;
[Title("Track Info")]
public bool isOnTrack;
public Track track;
public SplinePositioner trackPositioner;
[Title("NoteVisual")]
public NoteVisualBase noteVisual;
[Title("NoteEffect")]
[Tooltip("生成Note时的特效")]
public EffectSubmodule generateEffects;
[Tooltip("Note被判定时的特效,不包括Miss")]
public EffectSubmodule generalJudgeEffects;
[Tooltip("Note被Perfect判定时的特效")]
public EffectSubmodule perfectJudgeEffects;
[Tooltip("Note被Good判定时的特效")]
public EffectSubmodule goodJudgeEffects;
[Tooltip("Note被Bad判定时的特效")]
public EffectSubmodule badJudgeEffects;
[Tooltip("Note未被判定时的特效,即Miss")]
public EffectSubmodule missJudgeEffects;
[Title("Judge Info")]
public NoteJudgeSubmodule noteJudgeSubmodule;
[Title("In-Game Info")]
public Vector2 noteScreenPosition;
public bool isJudged;
///
/// 在MovableTrack上更新Note的位置,注意HoldNote需要重写这个方法
///
public virtual void UpdateNoteInMovableTrack()
{
trackPositioner.SetPercent((track.trackTimeSubmodule as TrackTimeSubmoduleMovable).GetTrackPercent(exactJudgeTime));
}
///
/// 在StaticTrack上更新Note的位置,注意HoldNote需要重写这个方法
///
public virtual void UpdateNoteInStaticTrack()
{
float songTime = EditorManager.instance.songModule.songTime;
TrackTimeSubmoduleStatic trackTimeSubmoduleStatic = track.trackTimeSubmodule as TrackTimeSubmoduleStatic;
float startMove = exactJudgeTime - trackTimeSubmoduleStatic.trackTotalTime;
float percent = AnimationCurveEvaluator.Evaluate(trackTimeSubmoduleStatic.animationCurveType, (songTime - startMove) / trackTimeSubmoduleStatic.trackTotalTime);
percent = Mathf.Max(percent, 0);
percent = Mathf.Min(percent, 1);
trackPositioner.SetPercent(1 - percent);
}
public override void AfterInitialize()
{
generateEffects.effectList.ForEach(e => e.Recover());
generalJudgeEffects.effectList.ForEach(e => e.Recover());
perfectJudgeEffects.effectList.ForEach(e => e.Recover());
goodJudgeEffects.effectList.ForEach(e => e.Recover());
badJudgeEffects.effectList.ForEach(e => e.Recover());
missJudgeEffects.effectList.ForEach(e => e.Recover());
}
private void Update()
{
if (isOnTrack)
{
if (track.trackTimeSubmodule is TrackTimeSubmoduleStatic)
{
UpdateNoteInStaticTrack();
}
}
float songTime = EditorManager.instance.songModule.songTime;
if (isJudged && songTime < exactJudgeTime)
{
isJudged = false;
}
if (!isJudged && songTime >= exactJudgeTime)
{
if (!isJudged)
{
AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
isJudged = true;
}
}
foreach (var effect in generateEffects.effectList)
{
effect.UpdateEffect();
}
foreach (var effect in perfectJudgeEffects.effectList)
{
effect.UpdateEffect();
}
}
public void ExecuteStartJudge()
{
}
public void UpdateNoteInTrack()
{
if (isOnTrack && track.trackTimeSubmodule != null)
{
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
{
UpdateNoteInMovableTrack();
}
else if (track.trackTimeSubmodule is TrackTimeSubmoduleStatic)
{
UpdateNoteInStaticTrack();
}
}
}
}
}