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