using UnityEngine;
using System;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
namespace Ichni.RhythmGame.ThemeBundles.Basic
{
///
/// 自定义 2D 形状环境物体,支持从 AssetBundle 动态加载 Sprite,
/// 并通过 ColorSubmodule 同步颜色。接入了 DirtyMark 集中刷新机制。
///
public partial class Custom2DShape : EnvironmentObject
{
#region [暴露属性字段] Exposed Fields
public List themeBundleList = new List();
public List spriteNameList = new List();
public string spriteThemeBundleName;
public string spriteName = "None";
public SpriteRenderer spriteRenderer;
public override bool haveEmissionColor => true;
#endregion
#region [生命周期与工厂] Lifecycle & Factory
public static Custom2DShape GenerateElement(string elementName, Guid id, List tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic, string spriteThemeBundleName, string spriteName)
{
// 通过 EnvironmentObject.GenerateElement 创建 GameObject 并获取组件
Custom2DShape obj = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent();
obj.spriteThemeBundleName = spriteThemeBundleName;
obj.spriteName = spriteName;
return obj;
}
public override void FirstSetUpObject(bool isFirstGenerated)
{
spriteRenderer ??= GetComponentInChildren();
}
public override void AfterInitialize()
{
UpdateSprite();
Refresh();
}
// 响应由 PropertyAnimation 触发的延迟刷新
public override void OnDirtyRefresh(Dictionary flags)
{
Refresh();
}
#endregion
#region [效果核心逻辑] Core Effect Logic
///
/// 从当前 ThemeBundle 获取 Sprite 资源
///
public void UpdateSprite()
{
if (spriteRenderer != null && !string.IsNullOrEmpty(spriteName) && spriteName != "None")
{
// 优先尝试直接获取 Sprite 资源(兼容老版或特殊包)
Sprite sp = ThemeBundleManager.instance.GetObject(spriteThemeBundleName, spriteName);
if (sp == null)
{
// 如果没有找到 Sprite,则从 Texture2D 列表中获取并动态创建 Sprite
Texture2D tex = ThemeBundleManager.instance.GetObject(spriteThemeBundleName, spriteName);
if (tex != null)
{
sp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
}
}
if (sp != null)
{
spriteRenderer.sprite = sp;
}
else
{
Debug.LogWarning($"[Custom2DShape] 无法在包 '{spriteThemeBundleName}' 中找到 Sprite/Texture: {spriteName}");
}
}
}
public override void Refresh()
{
// 同步 ColorSubmodule 的颜色状态
base.Refresh();
if (spriteRenderer != null)
{
spriteRenderer.color = colorSubmodule.currentBaseColor;
if (colorSubmodule.emissionEnabled)
{
// 如果启用了发光,尝试设置发光颜色(需要对应的 Shader 支持)
spriteRenderer.material.SetFloat("_EnableEmission", 1);
spriteRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
}
}
}
#endregion
}
}