666 lines
28 KiB
C#
666 lines
28 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Ichni.RhythmGame;
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using UnityEngine;
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namespace Ichni.Editor
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{
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public static class EditorConsoleMethods
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{
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public static Inspector inspector => EditorManager.instance.uiManager.inspector;
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public static Hierarchy hierarchy => EditorManager.instance.uiManager.hierarchy;
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public static LogWindow logWindow => EditorManager.instance.uiManager.mainPage.logWindow;
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public static void tp(Vector3 pos)
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{
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if (EditorManager.instance.cameraManager.isSceneCameraActive)
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{
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EditorManager.instance.cameraManager.sceneCamera.sceneCamera.transform.position = pos;
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}
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}
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// 保留无参tp
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public static void tp()
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{
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if (EditorManager.instance.cameraManager.isSceneCameraActive)
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{
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EditorManager.instance.cameraManager.sceneCamera.sceneCamera.transform.position =
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inspector.connectedGameElement.transform.position;
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}
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}
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public static void ReName(string message)
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{
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inspector.connectedGameElement.elementName = message;
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inspector.connectedGameElement.Refresh();
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}
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public static void Lgp(int loop, Vector3 start, Vector3 end, bool Clear = false, bool offsetOrigin = false)
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{
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if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
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{
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LogWindow.Log("Please select a Track first!");
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return;
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}
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if (loop <= 1)
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{
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LogWindow.Log("Loop must be greater than 1!");
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return;
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}
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Track track = (Track)inspector.connectedGameElement;
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List<PathNode> oldNodes = track.trackPathSubmodule.pathNodeList.ToList();
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List<PathNode> newNodes = new List<PathNode>();
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// 如果 Clear 且有旧节点,迁移变换
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if (Clear)
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{
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if (offsetOrigin && oldNodes.Count > 0 && newNodes.Count > 0)
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{
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AdjustPathNodesToNearest(track, newNodes, oldNodes);
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}
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// 清除之前的PathNode
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foreach (var node in oldNodes)
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{
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EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(node);
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}
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}
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for (int i = 0; i < loop; i++)
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{
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float t = (float)i / (loop - 1); // 修正插值
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float x = start.x + (end.x - start.x) * t;
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float y = start.y + (end.y - start.y) * t;
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float z = start.z + (end.z - start.z) * t;
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PathNode j = PathNode.GenerateElement("PathNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, track, true);
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j.transformSubmodule.originalPosition = new Vector3(x, y, z);
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newNodes.Add(j);
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}
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}
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/// <summary>
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/// 将原有 PathNode 的变换(位置、旋转、缩放)迁移到新生成的最近 PathNode 上
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/// </summary>
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public static bool AdjustPathNodesToNearest(Track track, List<PathNode> newNodes, List<PathNode> oldNodes)
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{
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foreach (var oldNode in oldNodes)
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{
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// 找到距离 oldNode 最近的新节点
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PathNode nearest = newNodes
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.OrderBy(n => Vector3.Distance(n.transformSubmodule.originalPosition, oldNode.transformSubmodule.originalPosition))
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.FirstOrDefault();
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if (nearest != null)
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{
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// 计算 oldNode 的变换(直接用欧拉角,不用四元数)
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Vector3 deltaPos = oldNode.transformSubmodule.originalPosition - oldNode.transformSubmodule.originalPosition;
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Vector3 deltaEuler = oldNode.transformSubmodule.originalEulerAngles - oldNode.transformSubmodule.originalEulerAngles;
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Vector3 deltaScale = oldNode.transformSubmodule.originalScale - oldNode.transformSubmodule.originalScale;
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// 将变换应用到新节点
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nearest.transformSubmodule.originalPosition += deltaPos;
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nearest.transformSubmodule.originalEulerAngles += deltaEuler;
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nearest.transformSubmodule.originalScale += deltaScale;
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}
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}
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return true;
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}
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// 支持主轴方向的螺旋线式 PathNode
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public static void Spiral(int loop, Vector3 center, float r, float h, int pointsPerTurn, string axis = "y")
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{
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if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
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{
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LogWindow.Log("Please select a Track first!");
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return;
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}
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Track track = (Track)inspector.connectedGameElement;
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for (int i = 0; i < loop; i++)
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{
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float t = (float)i / loop;
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float angle = 2 * Mathf.PI * (i % pointsPerTurn) / pointsPerTurn;
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Vector3 pos = new Vector3(center.x, center.y, center.z);
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switch (axis.ToLower())
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{
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case "x":
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pos.x += h * t;
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pos.y += r * Mathf.Cos(angle);
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pos.z += r * Mathf.Sin(angle);
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break;
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case "y":
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pos.x += r * Mathf.Cos(angle);
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pos.y += h * t;
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pos.z += r * Mathf.Sin(angle);
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break;
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case "z":
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pos.x += r * Mathf.Cos(angle);
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pos.y += r * Mathf.Sin(angle);
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pos.z += h * t;
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break;
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default:
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pos.x += r * Mathf.Cos(angle);
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pos.y += h * t;
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pos.z += r * Mathf.Sin(angle);
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break;
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}
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PathNode node = PathNode.GenerateElement("SpiralNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, track, true);
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node.transformSubmodule.originalPosition = pos;
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}
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}
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// 任意方向的螺旋线式 PathNode(中心点和方向均为Vector3)
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public static void Spiral(int loop, Vector3 center, float r, float h, int pointsPerTurn, Vector3 dir)
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{
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if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
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{
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LogWindow.Log("Please select a Track first!");
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return;
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}
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Vector3 direction = dir.normalized;
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if (direction == Vector3.zero) direction = Vector3.up; // 默认Y轴
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Quaternion rot = Quaternion.FromToRotation(Vector3.up, direction);
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Track track = (Track)inspector.connectedGameElement;
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for (int i = 0; i < loop; i++)
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{
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float t = (float)i / loop;
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float angle = 2 * Mathf.PI * (i % pointsPerTurn) / pointsPerTurn;
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Vector3 localPos = new Vector3(
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r * Mathf.Cos(angle),
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h * t,
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r * Mathf.Sin(angle)
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);
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Vector3 pos = center + rot * localPos;
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PathNode node = PathNode.GenerateElement("SpiralNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, track, true);
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node.transformSubmodule.originalPosition = pos;
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}
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}
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public static void DelSameInParent()
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{
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Type type = inspector.connectedGameElement.GetType();
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for (int i = inspector.connectedGameElement.parentElement.childElementList.Count - 1; i >= 0; i--)
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{
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GameElement element = inspector.connectedGameElement.parentElement.childElementList[i];
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if (element.GetType() == type && element != inspector.connectedGameElement)
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{
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EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(element);
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}
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}
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EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(inspector.connectedGameElement);
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}
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public static void SamplerImport(string inputData)
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{
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if (!EditorManager.instance.useNotePrefab)
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{
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LogWindow.Log("Pleasee nable \"Note Prefab\" in EditorManager", Color.red);
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return;
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}
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// 改进的正则表达式:支持5个字段和负数
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Regex dataPattern = new Regex(
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@"\(\s*([^,]+?)\s*,\s*([^,]+?)\s*,\s*([-+]?\d*\.?\d+)\s*,\s*([-+]?\d*\.?\d+)\s*(?:,\s*([-+]?\d*\.?\d+)\s*)?\)",
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RegexOptions.Compiled
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);
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Debug.Log("===== =====");
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MatchCollection matches = dataPattern.Matches(inputData);
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Debug.Log($": {matches.Count}");
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int recordCount = 1;
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Track findTrack(string Findtext)
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{
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List<Track> tracks = EditorManager.instance.beatmapContainer.gameElementList.OfType<Track>().Where(i => i.elementName == Findtext).ToList();
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if (tracks.Count == 0)
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{
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Debug.LogError($"未找到名为 {Findtext} 的轨道");
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return null;
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}
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else if (tracks.Count > 1)
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{
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LogWindow.Log($"Repeat Track Of {Findtext}, please Cautious", Color.yellow);
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}
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return tracks[0];
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}
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foreach (Match match in matches)
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{
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if (match.Success)
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{
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string action = match.Groups[1].Value.Trim();
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string id = match.Groups[2].Value.Trim();
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// 解析公共字段
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float timestamp = float.Parse(match.Groups[3].Value);
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float value = float.Parse(match.Groups[4].Value);
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// 处理Hold操作的特殊字段
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float holdDuration = 0f;
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bool isHold = false;
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if (action == "Hold" && match.Groups[5].Success)
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{
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isHold = true;
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holdDuration = float.Parse(match.Groups[5].Value);
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}
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// 构建输出信息
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string logEntry = $"[记录#{recordCount++}] " +
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$"Note: {action.PadRight(5)} | " +
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$"ID: {id} | " +
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$"时间: {timestamp.ToString("0.000").PadLeft(7)} | " +
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$"X值: {value.ToString("0.000").PadLeft(7)}";
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if (isHold)
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{
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logEntry += $" | 持续时间: {holdDuration.ToString("0.000")}";
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}
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Debug.Log(logEntry);
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if (findTrack(id) is null)
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{
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Debug.LogError($"未找到名为 {id} 的轨道");
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continue;
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}
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// 根据动作类型处理
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switch (action)
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{
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case "Tap":
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Tap a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp);
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((TransformSubmodule)a.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
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a.noteVisual.SetEditorSubmodules(); // 设置selset
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a.Refresh();
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break;
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case "Stay":
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Stay b = Stay.GenerateElement("New Stay", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp);
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((TransformSubmodule)b.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
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b.noteVisual.SetEditorSubmodules(); // 设置selset
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b.Refresh();
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break;
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case "Hold":
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Hold c = Hold.GenerateElement("New Hold", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp, timestamp + holdDuration);
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((TransformSubmodule)c.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
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c.noteVisual.SetEditorSubmodules(); // 设置selset
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c.Refresh();
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break;
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case "Flick":
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Flick d = Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp, new List<Vector2>());
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((TransformSubmodule)d.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
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d.noteVisual.SetEditorSubmodules(); // 设置selset
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d.Refresh();
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break;
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default:
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Debug.LogError($"未知类型: {action}");
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break;
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}
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}
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}
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Debug.Log("===== =====");
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}
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public static void SetNoteHLInGame(bool forceSetOff = false, bool SameTheme = false)
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{
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var noteBases = EditorManager.instance.beatmapContainer.gameElementList.OfType<NoteBase>().ToList();
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// 先全部关闭高亮(如果forceSetOff为true)
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if (forceSetOff)
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{
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foreach (var note in noteBases)
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{
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if (note.noteVisual != null)
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{
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note.noteVisual.isHighlighted = false;
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try
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{
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note.noteVisual?.SetHighlight();
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
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}
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}
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}
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}
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// 按时间分组
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var groups = SameTheme
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? noteBases.GroupBy(n => (object)new { n.exactJudgeTime, Type = n.GetType() })
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: noteBases.GroupBy(n => (object)n.exactJudgeTime);
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foreach (var group in groups)
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{
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if (group.Count() > 1)
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{
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foreach (var note in group)
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{
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if (note.noteVisual != null)
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{
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note.noteVisual.isHighlighted = true;
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try
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{
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note.noteVisual?.SetHighlight();
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
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}
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}
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}
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}
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}
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}
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public static void SetNoteHLInElement(bool forceSetOff = false, bool SameTheme = false)
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{
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var noteBases = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<NoteBase>().ToList();
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// 先全部关闭高亮(如果forceSetOff为true)
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if (forceSetOff)
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{
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foreach (var note in noteBases)
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{
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if (note.noteVisual != null)
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{
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note.noteVisual.isHighlighted = false;
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try
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{
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note.noteVisual?.SetHighlight();
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
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}
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}
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}
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}
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// 按时间分组
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var groups = SameTheme
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? noteBases.GroupBy(n => (object)new { n.exactJudgeTime, Type = n.GetType() })
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: noteBases.GroupBy(n => (object)n.exactJudgeTime);
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foreach (var group in groups)
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{
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if (group.Count() > 1)
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{
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foreach (var note in group)
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{
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if (note.noteVisual != null)
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{
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note.noteVisual.isHighlighted = true;
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try
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{
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note.noteVisual?.SetHighlight();
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
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}
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}
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}
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}
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}
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}
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public static void swapDisplacement()
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{
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Displacement displacement = inspector.connectedGameElement as Displacement;
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if (displacement == null)
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{
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LogWindow.Log("Please select a Displacement first!", Color.red);
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return;
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}
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foreach (var anim in displacement.positionX.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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foreach (var anim in displacement.positionY.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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foreach (var anim in displacement.positionZ.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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}
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public static void swapSwirl()
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{
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Swirl swirl = inspector.connectedGameElement as Swirl;
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if (swirl == null)
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{
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LogWindow.Log("Please select a Swirl first!", Color.red);
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return;
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}
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foreach (var anim in swirl.eulerAngleX.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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foreach (var anim in swirl.eulerAngleY.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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foreach (var anim in swirl.eulerAngleZ.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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}
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public static void swapScale()
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{
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Scale scale = inspector.connectedGameElement as Scale;
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if (scale == null)
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{
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LogWindow.Log("Please select a Scale first!", Color.red);
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return;
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}
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foreach (var anim in scale.scaleX.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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foreach (var anim in scale.scaleY.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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foreach (var anim in scale.scaleZ.animations)
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{
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anim.endValue = -anim.endValue;
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anim.startValue = -anim.startValue;
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}
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}
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public static void AttachNoteInNearestTrail()
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{
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Track track = inspector.connectedGameElement as Track;
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if (track == null)
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{
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LogWindow.Log("Please select a Track first!", Color.red);
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return;
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}
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List<NoteBase> noteBases = track.childElementList.OfType<NoteBase>().ToList();
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List<IHaveTrail> trails = track.GetAllGameElementsFromThis().OfType<IHaveTrail>().ToList();
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if (trails.Count == 0)
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{
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LogWindow.Log("The Track has no Trail!", Color.red);
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return;
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}
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foreach (var note in noteBases)
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{
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IHaveTrail nearestTrail = null;
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Vector3 FinalPos = Vector3.positiveInfinity;
|
||
foreach (var trail in trails)
|
||
{
|
||
if (trail is IHaveTransformSubmodule haveTransform && trail is GameElement gameElement)
|
||
{
|
||
Vector3 pos = haveTransform.transformSubmodule.originalPosition;
|
||
GameElement gameElement1 = gameElement;
|
||
while (gameElement1 != track)
|
||
{
|
||
if (gameElement1 is not IHaveTransformSubmodule)
|
||
{
|
||
gameElement1 = gameElement1.parentElement;
|
||
continue;
|
||
}
|
||
List<Displacement> animationBases = gameElement1.childElementList.OfType<Displacement>().ToList();
|
||
|
||
foreach (var displacement in animationBases)
|
||
{
|
||
pos += displacement.getValue(note.exactJudgeTime);
|
||
}
|
||
gameElement1 = gameElement1.parentElement;
|
||
}
|
||
if (Vector3.Distance(pos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition) <=
|
||
Vector3.Distance(FinalPos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition))
|
||
{
|
||
nearestTrail = trail;
|
||
FinalPos = pos;
|
||
}
|
||
}
|
||
}
|
||
if (nearestTrail != null)
|
||
{
|
||
(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition = FinalPos;
|
||
note.Refresh();
|
||
(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).Refresh();//捏妈妈滴为什么notevisual的TransformSubmodule不刷新
|
||
}
|
||
}
|
||
}
|
||
// 导出Track下所有Note为正则格式文本
|
||
public static void ExportNotesFromTrack()
|
||
{
|
||
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
|
||
{
|
||
LogWindow.Log("Please select a Track first!");
|
||
return;
|
||
}
|
||
Track track = (Track)inspector.connectedGameElement;
|
||
var notes = track.childElementList.OfType<NoteBase>().OrderBy(n => n.exactJudgeTime).ToList();
|
||
List<string> lines = new List<string>();
|
||
foreach (var note in notes)
|
||
{
|
||
string type = note switch
|
||
{
|
||
Tap => "Tap",
|
||
Stay => "Stay",
|
||
Hold => "Hold",
|
||
Flick => "Flick",
|
||
_ => "Unknown"
|
||
};
|
||
string id = track.elementName;
|
||
float time = note.exactJudgeTime;
|
||
float x = 0f;
|
||
// 获取X值
|
||
if (note.noteVisual.submoduleList.FirstOrDefault(i => i is TransformSubmodule) is TransformSubmodule ts)
|
||
{
|
||
x = ts.originalPosition.x;
|
||
}
|
||
if (note is Hold hold)
|
||
{
|
||
float duration = hold.holdEndTime - hold.exactJudgeTime;
|
||
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###}, {duration:0.###})");
|
||
}
|
||
else
|
||
{
|
||
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###})");
|
||
}
|
||
}
|
||
string result = string.Join("\n", lines);
|
||
Debug.Log(result);
|
||
//LogWindow.Log(result, Color.green);
|
||
// 复制到剪贴板
|
||
GUIUtility.systemCopyBuffer = result;
|
||
LogWindow.Log("Colped Done!", Color.green);
|
||
}
|
||
public static void AdjustPathnodeZ(float OriginZpoint, float scale)
|
||
{
|
||
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
|
||
{
|
||
LogWindow.Log("Please select a Track first!");
|
||
return;
|
||
}
|
||
Track track = (Track)inspector.connectedGameElement;
|
||
var pathnodes = track.trackPathSubmodule.pathNodeList;
|
||
foreach (var pathnode in pathnodes)
|
||
{
|
||
if (pathnode.childElementList.OfType<Displacement>().Count() > 0)
|
||
{
|
||
LogWindow.Log($"PathNode {pathnode.elementName} has Displacement, which may cause issues", Color.yellow);
|
||
}
|
||
float worldZ = pathnode.transform.position.z;
|
||
float deltaZ = worldZ - OriginZpoint;
|
||
float newZ = OriginZpoint + deltaZ * scale;
|
||
pathnode.transform.position = new Vector3(pathnode.transform.position.x, pathnode.transform.position.y, newZ);
|
||
pathnode.transformSubmodule.originalPosition = pathnode.transform.localPosition;
|
||
pathnode.transformSubmodule.Refresh();
|
||
pathnode.Refresh();
|
||
}
|
||
}
|
||
public static void FloorAnim()
|
||
{
|
||
if (inspector.connectedGameElement == null)
|
||
{
|
||
LogWindow.Log("Please select a Element first!");
|
||
return;
|
||
}
|
||
List<AnimationBase> elements = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<AnimationBase>().ToList();
|
||
// 预先缓存属性信息(如果在循环外部知道具体类型)
|
||
var propertiesToCheck = typeof(GameElement).GetProperties()
|
||
.Where(p => p.PropertyType == typeof(FlexibleFloat))
|
||
.ToArray();
|
||
|
||
foreach (var element in elements)
|
||
{
|
||
bool needsRefresh = false;
|
||
|
||
foreach (var prop in propertiesToCheck)
|
||
{
|
||
var ff = prop.GetValue(element) as FlexibleFloat;
|
||
if (ff?.animations?.Count > 0 && ff.animations[0] != null)
|
||
{
|
||
var firstAnimation = ff.animations[0];
|
||
if (firstAnimation.startTime > 0)
|
||
{
|
||
ff.animations.Insert(0, new AnimatedFloat(
|
||
0,
|
||
Math.Min(firstAnimation.startTime, 1),
|
||
firstAnimation.startValue,
|
||
firstAnimation.startValue,
|
||
AnimationCurveType.Linear
|
||
));
|
||
|
||
needsRefresh = true;
|
||
Debug.Log($"Added 0 keyframe to {element.elementName}'s {prop.Name}");
|
||
}
|
||
}
|
||
}
|
||
|
||
if (needsRefresh)
|
||
{
|
||
element.Refresh();
|
||
element.animatedObject?.Refresh(); // 使用空条件运算符
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} |