using System; using System.Collections; using System.Collections.Generic; using Dreamteck.Splines; using Lean.Pool; using Unity.VisualScripting; using UnityEngine; namespace Ichni.RhythmGame { public partial class Flick : NoteBase { public List availableFlickDirections; public static Flick GenerateElement(string elementName, Guid id, List tags, float exactJudgeTime, BaseElement attach, List directions) { Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent(); flick.Initialize(elementName, id, tags); flick.exactJudgeTime = exactJudgeTime; flick.availableFlickDirections = directions; flick.transformSubmodule = new TransformSubmodule(flick); flick.timeDurationSubmodule = new TimeDurationSubmodule(flick); flick.SetParent(attach); if (attach.TryGetComponent(out Track track)) { if (track.trackTimeSubmodule != null) { flick.track = track; flick.trackPositioner = flick.AddComponent(); flick.trackPositioner.spline = track.trackPathSubmodule.path; flick.isOnTrack = true; flick.UpdateNoteInTrack(); } else { throw new System.Exception("如果Note要生成在Track上,Track必须有TrackTimeSubmodule组件。"); } } else { flick.track = null; flick.isOnTrack = false; } return flick; } } public partial class Flick { public override void SaveBM() { matchedBM = new Beatmap.Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM, exactJudgeTime, availableFlickDirections); } } namespace Beatmap { public class Flick_BM : BaseElement_BM { public float exactJudgeTime; public List availableFlickDirections; public Flick_BM() { } public Flick_BM(string elementName, Guid elementGuid, List tags, BaseElement_BM attachedElement, float exactJudgeTime, List directions) : base(elementName, elementGuid, tags, attachedElement) { this.exactJudgeTime = exactJudgeTime; availableFlickDirections = directions; } public override void ExecuteBM() { matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, GetElement(attachedElementGuid), availableFlickDirections); } public override BaseElement DuplicateBM(BaseElement parent) { return Flick.GenerateElement(elementName, elementGuid, tags, exactJudgeTime, parent, availableFlickDirections); } } } }