using System; using System.Collections; using System.Collections.Generic; using Dreamteck.Splines; using Ichni.RhythmGame.Beatmap; 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, bool isFirstGenerated, GameElement parentElement, float exactJudgeTime) { Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform).GetComponent(); stay.Initialize(elementName, id, tags, isFirstGenerated, parentElement); stay.exactJudgeTime = exactJudgeTime; stay.transformSubmodule = new TransformSubmodule(stay); stay.timeDurationSubmodule = new TimeDurationSubmodule(stay); if (parentElement.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 Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime); } } namespace Beatmap { public class Stay_BM : NoteBase_BM { public Stay_BM() { } public Stay_BM(string elementName, Guid elementGuid, List tags, GameElement_BM attachedElement, float exactJudgeTime) : base(elementName, elementGuid, tags, attachedElement, exactJudgeTime) { this.exactJudgeTime = exactJudgeTime; } public override void ExecuteBM() { matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid), exactJudgeTime); } public override GameElement DuplicateBM(GameElement parent) { return Stay.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime); } } } }