1140 lines
47 KiB
C#
1140 lines
47 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.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using System.Threading.Tasks;
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using Ichni.RhythmGame;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse;
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using UniRx;
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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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#region UI/Manager Accessors (UI/管理器访问器)
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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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#endregion
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#region Scene/Transform Operations (场景/变换操作)
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/// <summary>
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/// 传送场景相机到指定位置
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/// </summary>
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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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/// <summary>
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/// 传送场景相机到选中元素位置
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/// </summary>
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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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/// <summary>
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/// 重命名选中元素
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/// </summary>
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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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#endregion
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#region PathNode Generation (路径节点生成)
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/// <summary>
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/// 直线路径节点生成 (Line PathNode Generator)
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/// </summary>
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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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/// 主轴方向的螺旋线式 PathNode
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/// </summary>
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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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/// <summary>
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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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/// </summary>
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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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#endregion
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#region PathNode/Track Utilities (路径节点/轨道工具)
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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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/// <summary>
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/// 删除父元素下所有与当前选中元素类型相同的其他元素,最后删除当前选中元素
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/// </summary>
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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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/// <summary>
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/// 将选中轨道下所有音符附着到最近的 Trail 上
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/// </summary>
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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;
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foreach (var trail in trails)
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{
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if (trail is IHaveTransformSubmodule haveTransform && trail is GameElement gameElement)
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{
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Vector3 pos = haveTransform.transformSubmodule.originalPosition;
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GameElement gameElement1 = gameElement;
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while (gameElement1 != track)
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{
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if (gameElement1 is not IHaveTransformSubmodule)
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{
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gameElement1 = gameElement1.parentElement;
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continue;
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}
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List<Displacement> animationBases = gameElement1.childElementList.OfType<Displacement>().ToList();
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foreach (var displacement in animationBases)
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{
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pos += displacement.getValue(note.exactJudgeTime);
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}
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gameElement1 = gameElement1.parentElement;
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}
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if (Vector3.Distance(pos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition) <=
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Vector3.Distance(FinalPos, (note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition))
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{
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nearestTrail = trail;
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FinalPos = pos;
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}
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}
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}
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if (nearestTrail != null)
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{
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(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).originalPosition = FinalPos;
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note.Refresh();
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(note.noteVisual.submoduleList.First(i => i is TransformSubmodule) as TransformSubmodule).Refresh();//捏妈妈滴为什么notevisual的TransformSubmodule不刷新
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}
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}
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}
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/// <summary>
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/// 调整路径节点的 Z 坐标(可用于多轨道)
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/// </summary>
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public static void AdjustPathnodeZ(float OriginZpoint, float scale)
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{
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if (inspector.connectedGameElement == null)
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{
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LogWindow.Log($"please select a element (folder or track)", Color.red);
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return;
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}
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if (inspector.connectedGameElement.GetType() != typeof(Track))
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{
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foreach (var i in inspector.connectedGameElement.childElementList.OfType<Track>())
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{
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inspector.connectedGameElement = i;
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AdjustPathnodeZ(OriginZpoint, scale);
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}
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return;
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}
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Track track = (Track)inspector.connectedGameElement;
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var pathnodes = track.trackPathSubmodule.pathNodeList;
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foreach (var pathnode in pathnodes)
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{
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if (pathnode.childElementList.OfType<Displacement>().Count() > 0)
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{
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LogWindow.Log($"PathNode {pathnode.elementName} has Displacement, which may cause issues", Color.yellow);
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}
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float worldZ = pathnode.transform.position.z;
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float deltaZ = worldZ - OriginZpoint;
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float newZ = OriginZpoint + deltaZ * scale;
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pathnode.transform.position = new Vector3(pathnode.transform.position.x, pathnode.transform.position.y, newZ);
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pathnode.transformSubmodule.originalPosition = pathnode.transform.localPosition;
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pathnode.transformSubmodule.Refresh();
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pathnode.Refresh();
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}
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foreach (var i in track.childElementList.OfType<Track>())
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{
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inspector.connectedGameElement = i;
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AdjustPathnodeZ(OriginZpoint, scale);
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}
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}
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/// <summary>
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/// 将 Hold Note 拆分为具有路径节点的 Track
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/// </summary>
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public static void SplitHoldToTrack(int PathnodesCount)
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{
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if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Hold))
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{
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LogWindow.Log("Please select a Hold first!");
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return;
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}
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Hold hold = (Hold)inspector.connectedGameElement;
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Track parentTrack = hold.parentElement as Track;
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if (parentTrack == null || parentTrack.trackTimeSubmodule is not TrackTimeSubmoduleMovable)
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{
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LogWindow.Log("Track Illegal (Only Movable)", Color.red);
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return;
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}
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TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = hold.track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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if (PathnodesCount < 2)
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{
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LogWindow.Log("PathnodesCount must be greater than 1!", Color.red);
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return;
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}
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float startTime = hold.exactJudgeTime;
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float endTime = hold.holdEndTime;
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float interval = 1f / (PathnodesCount - 1);
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hold.UpdateNoteInMovableTrack();
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Vector3 HoldStartPos = default;
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Vector3 HoldEndPos = default;
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if (hold.noteVisual is DTMNoteVisualHold dTMNoteVisualHold)
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{
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dTMNoteVisualHold.headPoint.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(hold.exactJudgeTime));
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dTMNoteVisualHold.tailPoint.SetPercent(trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime));
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HoldStartPos = dTMNoteVisualHold.headPoint.transform.position;
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HoldEndPos = dTMNoteVisualHold.tailPoint.transform.position;
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}
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else
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{
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LogWindow.Log("The selected Hold's NoteVisual is not DTMNoteVisualHold!", Color.red);
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return;
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}
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if (hold.track.trackPathSubmodule.pathNodeList.Count > 2)
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{
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LogWindow.Log("the Hold may not be split currently", Color.yellow);
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return;
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}
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hold.UpdateNoteInMovableTrack();
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Track NewTrack = Track.GenerateElement(hold.elementName + "_SplitTrack", Guid.NewGuid(), new List<string>(), true, parentTrack);
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new TrackTimeSubmoduleMovable(NewTrack, startTime, endTime, 1, AnimationCurveType.Linear);
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for (int i = 0; i < PathnodesCount; i++)
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{
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PathNode j = PathNode.GenerateElement("PathNode" + i.ToString(), Guid.NewGuid(), new List<string>(), true, NewTrack, true);
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j.transform.position = Vector3.Lerp(HoldStartPos, HoldEndPos, i * interval);
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j.transformSubmodule.originalPosition = j.transform.localPosition;
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}
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EditorManager.instance.operationManager.CopyPasteDeleteModule.CopyElement(hold);
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EditorManager.instance.operationManager.CopyPasteDeleteModule.PasteElement(NewTrack);
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EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(hold);
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Hold newHold = NewTrack.childElementList.OfType<Hold>().First();
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newHold.noteVisual.transformSubmodule.originalPosition = Vector3.zero;
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NewTrack.Refresh();
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Observable.Timer(TimeSpan.FromSeconds(0.3f)).Subscribe(_ =>
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{
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NewTrack?.trackPathSubmodule.path.RebuildImmediate(true, true);
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DTMNoteVisualHold dTMNoteVisualHold = newHold.noteVisual as DTMNoteVisualHold;
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dTMNoteVisualHold.meshGenerator.Rebuild();
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});
|
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}
|
||
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/// <summary>
|
||
/// 将选中轨道下所有 Hold Note 拆分为具有路径节点的 Track
|
||
/// </summary>
|
||
public static void SplitAllHoldToTrack(int PathnodesCount)
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||
{
|
||
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
|
||
{
|
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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;
|
||
var holds = track.childElementList.OfType<Hold>().ToList();
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if (track.trackPathSubmodule.pathNodeList.Count > 2)
|
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{
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LogWindow.Log("the Hold may not be split currently", Color.yellow);
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return;
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}
|
||
|
||
foreach (var hold in holds)
|
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{
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inspector.connectedGameElement = hold;
|
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SplitHoldToTrack(PathnodesCount);
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}
|
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}
|
||
public static void ScalePathNodesXY(float scale, Vector2 scalePoint)
|
||
{
|
||
if (inspector.connectedGameElement == null || (inspector.connectedGameElement.GetType() != typeof(Track) && inspector.connectedGameElement.GetType() != typeof(ElementFolder)))
|
||
{
|
||
LogWindow.Log("Please select a Folder or Track first!");
|
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return;
|
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}
|
||
foreach (var i in inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<Track>())
|
||
{
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||
Track track = (Track)i;
|
||
var pathnodes = track.trackPathSubmodule.pathNodeList;
|
||
foreach (var pathnode in pathnodes)
|
||
{
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||
Vector2 dir = new Vector2(pathnode.transform.position.x, pathnode.transform.position.y) - scalePoint;
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Vector3 newPos = new Vector3(dir.x * scale + scalePoint.x, dir.y * scale + scalePoint.y, pathnode.transform.position.z);
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||
pathnode.transform.position = newPos;
|
||
pathnode.transformSubmodule.originalPosition = pathnode.transform.localPosition;
|
||
pathnode.transformSubmodule.Refresh();
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||
pathnode.Refresh();
|
||
}
|
||
}
|
||
|
||
}
|
||
#endregion
|
||
|
||
#region Note Import/Export (音符导入/导出)
|
||
/// <summary>
|
||
/// 从正则格式文本导入音符数据
|
||
/// </summary>
|
||
public static void SamplerImport(string inputData)
|
||
{
|
||
if (!EditorManager.instance.useNotePrefab)
|
||
{
|
||
LogWindow.Log("Pleasee nable \"Note Prefab\" in EditorManager", Color.red);
|
||
return;
|
||
}
|
||
// 改进的正则表达式:支持5个字段和负数
|
||
Regex dataPattern = new Regex(
|
||
@"\(\s*([^,]+?)\s*,\s*([^,]+?)\s*,\s*([-+]?\d*\.?\d+)\s*,\s*([-+]?\d*\.?\d+)\s*(?:,\s*([-+]?\d*\.?\d+)\s*)?\)",
|
||
RegexOptions.Compiled
|
||
);
|
||
|
||
Debug.Log("===== =====");
|
||
MatchCollection matches = dataPattern.Matches(inputData);
|
||
Debug.Log($": {matches.Count}");
|
||
|
||
int recordCount = 1;
|
||
|
||
Track findTrack(string Findtext)
|
||
{
|
||
List<Track> tracks = EditorManager.instance.beatmapContainer.gameElementList.OfType<Track>().Where(i => i.elementName == Findtext).ToList();
|
||
if (tracks.Count == 0)
|
||
{
|
||
Debug.LogError($"未找到名为 {Findtext} 的轨道");
|
||
return null;
|
||
}
|
||
else if (tracks.Count > 1)
|
||
{
|
||
LogWindow.Log($"Repeat Track Of {Findtext}, please Cautious", Color.yellow);
|
||
}
|
||
return tracks[0];
|
||
|
||
}
|
||
foreach (Match match in matches)
|
||
{
|
||
|
||
if (match.Success)
|
||
{
|
||
string action = match.Groups[1].Value.Trim();
|
||
string id = match.Groups[2].Value.Trim();
|
||
|
||
// 解析公共字段
|
||
float timestamp = float.Parse(match.Groups[3].Value);
|
||
float value = float.Parse(match.Groups[4].Value);
|
||
|
||
// 处理Hold操作的特殊字段
|
||
float holdDuration = 0f;
|
||
bool isHold = false;
|
||
|
||
if (action == "Hold" && match.Groups[5].Success)
|
||
{
|
||
isHold = true;
|
||
holdDuration = float.Parse(match.Groups[5].Value);
|
||
}
|
||
|
||
// 构建输出信息
|
||
string logEntry = $"[记录#{recordCount++}] " +
|
||
$"Note: {action.PadRight(5)} | " +
|
||
$"ID: {id} | " +
|
||
$"时间: {timestamp.ToString("0.000").PadLeft(7)} | " +
|
||
$"X值: {value.ToString("0.000").PadLeft(7)}";
|
||
|
||
if (isHold)
|
||
{
|
||
logEntry += $" | 持续时间: {holdDuration.ToString("0.000")}";
|
||
}
|
||
|
||
Debug.Log(logEntry);
|
||
if (findTrack(id) is null)
|
||
{
|
||
Debug.LogError($"未找到名为 {id} 的轨道");
|
||
continue;
|
||
}
|
||
// 根据动作类型处理
|
||
switch (action)
|
||
{
|
||
case "Tap":
|
||
Tap a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp);
|
||
((TransformSubmodule)a.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
|
||
a.noteVisual.SetEditorSubmodules(); // 设置selset
|
||
a.Refresh();
|
||
break;
|
||
case "Stay":
|
||
|
||
Stay b = Stay.GenerateElement("New Stay", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp);
|
||
((TransformSubmodule)b.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
|
||
b.noteVisual.SetEditorSubmodules(); // 设置selset
|
||
b.Refresh();
|
||
break;
|
||
case "Hold":
|
||
Hold c = Hold.GenerateElement("New Hold", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp, timestamp + holdDuration);
|
||
((TransformSubmodule)c.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
|
||
c.noteVisual.SetEditorSubmodules(); // 设置selset
|
||
c.Refresh();
|
||
break;
|
||
case "Flick":
|
||
Flick d = Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, findTrack(id), timestamp, new List<Vector2>());
|
||
((TransformSubmodule)d.noteVisual.submoduleList.Where(i => i is TransformSubmodule)?.First()).originalPosition = new Vector3(value, 0, 0);
|
||
d.noteVisual.SetEditorSubmodules(); // 设置selset
|
||
d.Refresh();
|
||
break;
|
||
default:
|
||
Debug.LogError($"未知类型: {action}");
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
Debug.Log("===== =====");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 导出选中轨道下所有音符为正则格式文本(复制到剪贴板)
|
||
/// </summary>
|
||
public static void ExportNotesFromTrack()
|
||
{
|
||
if (inspector.connectedGameElement == null || inspector.connectedGameElement.GetType() != typeof(Track))
|
||
{
|
||
LogWindow.Log("Please select a Track first!");
|
||
return;
|
||
}
|
||
Track track = (Track)inspector.connectedGameElement;
|
||
var notes = track.childElementList.OfType<NoteBase>().OrderBy(n => n.exactJudgeTime).ToList();
|
||
List<string> lines = new List<string>();
|
||
foreach (var note in notes)
|
||
{
|
||
string type = note switch
|
||
{
|
||
Tap => "Tap",
|
||
Stay => "Stay",
|
||
Hold => "Hold",
|
||
Flick => "Flick",
|
||
_ => "Unknown"
|
||
};
|
||
string id = track.elementName;
|
||
float time = note.exactJudgeTime;
|
||
float x = 0f;
|
||
// 获取X值
|
||
if (note.noteVisual.submoduleList.FirstOrDefault(i => i is TransformSubmodule) is TransformSubmodule ts)
|
||
{
|
||
x = ts.originalPosition.x;
|
||
}
|
||
if (note is Hold hold)
|
||
{
|
||
float duration = hold.holdEndTime - hold.exactJudgeTime;
|
||
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###}, {duration:0.###})");
|
||
}
|
||
else
|
||
{
|
||
lines.Add($"({type}, {id}, {time:0.###}, {x:0.###})");
|
||
}
|
||
}
|
||
string result = string.Join("\n", lines);
|
||
Debug.Log(result);
|
||
//LogWindow.Log(result, Color.green);
|
||
// 复制到剪贴板
|
||
GUIUtility.systemCopyBuffer = result;
|
||
LogWindow.Log("Colped Done!", Color.green);
|
||
}
|
||
#endregion
|
||
|
||
#region Highlighting/Visuals (高亮/视觉效果)
|
||
/// <summary>
|
||
/// 在游戏内设置时间相同的音符高亮显示
|
||
/// </summary>
|
||
public static void SetNoteHLInGame(bool forceSetOff = false, bool SameTheme = false)
|
||
{
|
||
var noteBases = EditorManager.instance.beatmapContainer.gameElementList.OfType<NoteBase>().ToList();
|
||
|
||
// 先全部关闭高亮(如果forceSetOff为true)
|
||
if (forceSetOff)
|
||
{
|
||
foreach (var note in noteBases)
|
||
{
|
||
if (note.noteVisual != null)
|
||
{
|
||
note.noteVisual.isHighlighted = false;
|
||
try
|
||
{
|
||
note.noteVisual?.SetHighlight();
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
// 按时间分组
|
||
var groups = SameTheme
|
||
? noteBases.GroupBy(n => (object)new { n.exactJudgeTime, Type = n.GetType() })
|
||
: noteBases.GroupBy(n => (object)n.exactJudgeTime);
|
||
|
||
foreach (var group in groups)
|
||
{
|
||
if (group.Count() > 1)
|
||
{
|
||
foreach (var note in group)
|
||
{
|
||
if (note.noteVisual != null)
|
||
{
|
||
note.noteVisual.isHighlighted = true;
|
||
try
|
||
{
|
||
note.noteVisual?.SetHighlight();
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 在选中元素下设置时间相同的音符高亮显示
|
||
/// </summary>
|
||
public static void SetNoteHLInElement(bool forceSetOff = false, bool SameTheme = false)
|
||
{
|
||
var noteBases = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<NoteBase>().ToList();
|
||
|
||
// 先全部关闭高亮(如果forceSetOff为true)
|
||
if (forceSetOff)
|
||
{
|
||
foreach (var note in noteBases)
|
||
{
|
||
if (note.noteVisual != null)
|
||
{
|
||
note.noteVisual.isHighlighted = false;
|
||
try
|
||
{
|
||
note.noteVisual?.SetHighlight();
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
// 按时间分组
|
||
var groups = SameTheme
|
||
? noteBases.GroupBy(n => (object)new { n.exactJudgeTime, Type = n.GetType() })
|
||
: noteBases.GroupBy(n => (object)n.exactJudgeTime);
|
||
|
||
foreach (var group in groups)
|
||
{
|
||
if (group.Count() > 1)
|
||
{
|
||
foreach (var note in group)
|
||
{
|
||
if (note.noteVisual != null)
|
||
{
|
||
note.noteVisual.isHighlighted = true;
|
||
try
|
||
{
|
||
note.noteVisual?.SetHighlight();
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Debug.LogError($"Error setting highlight for note {note.name}: {ex.Message}");
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|
||
}
|
||
}
|
||
public static void NoteScale(float scale)
|
||
{
|
||
var noteBases = inspector.connectedGameElement.GetAllGameElementsFromThis().OfType<NoteBase>().ToList();
|
||
foreach (var note in noteBases)
|
||
{
|
||
if (note.noteVisual != null)
|
||
{
|
||
if (note.noteVisual.submoduleList.FirstOrDefault(i => i is TransformSubmodule) is TransformSubmodule ts)
|
||
{
|
||
ts.originalScale = ts.originalScale * scale;
|
||
ts.Refresh();
|
||
}
|
||
note.noteVisual.Refresh();
|
||
}
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
#region Animation (动画值)
|
||
/// <summary>
|
||
/// 交换 Displacement 动画值的正负号
|
||
/// </summary>
|
||
public static void swapDisplacement()
|
||
{
|
||
Displacement displacement = inspector.connectedGameElement as Displacement;
|
||
if (displacement == null)
|
||
{
|
||
LogWindow.Log("Please select a Displacement first!", Color.red);
|
||
return;
|
||
}
|
||
foreach (var anim in displacement.positionX.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
foreach (var anim in displacement.positionY.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
foreach (var anim in displacement.positionZ.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 交换 Swirl 动画值的正负号
|
||
/// </summary>
|
||
public static void swapSwirl()
|
||
{
|
||
Swirl swirl = inspector.connectedGameElement as Swirl;
|
||
if (swirl == null)
|
||
{
|
||
LogWindow.Log("Please select a Swirl first!", Color.red);
|
||
return;
|
||
}
|
||
foreach (var anim in swirl.eulerAngleX.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
foreach (var anim in swirl.eulerAngleY.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
foreach (var anim in swirl.eulerAngleZ.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 交换 Scale 动画值的正负号
|
||
/// </summary>
|
||
public static void swapScale()
|
||
{
|
||
Scale scale = inspector.connectedGameElement as Scale;
|
||
if (scale == null)
|
||
{
|
||
LogWindow.Log("Please select a Scale first!", Color.red);
|
||
return;
|
||
}
|
||
foreach (var anim in scale.scaleX.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
foreach (var anim in scale.scaleY.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
foreach (var anim in scale.scaleZ.animations)
|
||
{
|
||
anim.endValue = -anim.endValue;
|
||
anim.startValue = -anim.startValue;
|
||
}
|
||
}
|
||
|
||
// public static void randomAnimationValue(float range)
|
||
// {
|
||
// AnimationBase animationBase = inspector.connectedGameElement as AnimationBase;
|
||
// if (animationBase == null)
|
||
// {
|
||
// LogWindow.Log("Please select a AnimationBase first!", Color.red);
|
||
// return;
|
||
// }
|
||
// System.Random random = new System.Random();
|
||
// foreach (var property in animationBase.GetType().GetProperties())
|
||
// {
|
||
// if (property.PropertyType == typeof(FlexibleFloat))
|
||
// {
|
||
// FlexibleFloat ff = property.GetValue(animationBase) as FlexibleFloat;
|
||
// if (ff != null)
|
||
// {
|
||
// foreach (var anim in ff.animations)
|
||
// {
|
||
// float randomOffset = (float)(random.NextDouble() * 2 - 1) * range;
|
||
// anim.endValue += randomOffset;
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
#endregion
|
||
|
||
#region Global Utilities (全局工具)
|
||
/// <summary>
|
||
/// 确保所有动画的起始时间为 0 时有关键帧
|
||
/// </summary>
|
||
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
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 全局刷新所有元素和轨道路径
|
||
/// </summary>
|
||
public static void Rebuild()
|
||
{
|
||
foreach (GameElement element in EditorManager.instance.beatmapContainer.gameElementList)
|
||
{
|
||
foreach (GameElement e in element.GetAllGameElementsFromThis())
|
||
{
|
||
if (e != null) e.Refresh();
|
||
}
|
||
foreach (Track track in element.GetAllGameElementsFromThis().OfType<Track>())
|
||
{
|
||
track?.trackPathSubmodule.path.RebuildImmediate(true, true);
|
||
}
|
||
}
|
||
#if UNITY_EDITOR
|
||
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
|
||
#endif
|
||
}
|
||
public static void TrybakeAllMesh()
|
||
{
|
||
EditorManager.instance.beatmapContainer.gameElementList.OfType<Track>().ToList().ForEach(
|
||
track =>
|
||
{
|
||
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable ||
|
||
track.trackRendererSubmodule is TrackRendererSubmoduleAutoOrient ||
|
||
track.childElementList.OfType<Scale>().Count() > 0 ||
|
||
(track.trackPathSubmodule.pathNodeList.Any(o => o.childElementList.OfType<AnimationBase>().Count() == 0) == false))
|
||
{
|
||
Debug.LogWarning("TrackRendererSubmodule.getMeshFromGenerator: Track has animation, cannot get mesh.");
|
||
|
||
}
|
||
else
|
||
{
|
||
track.Refresh();
|
||
|
||
track.trackRendererSubmodule?.meshGenerator.Bake(true, false);
|
||
|
||
track.Refresh();
|
||
}
|
||
}
|
||
);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 添加 Tag Matcher 到 TagManager
|
||
/// </summary>
|
||
public static void AddTagMatcher(string name, string parameterName)
|
||
{
|
||
|
||
var tagManager = EditorManager.instance.projectInformation.tagManager;
|
||
IBaseElement element = inspector.connectedGameElement;
|
||
tagManager.AddTagMatcher(name, element.GetType(), parameterName);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 查找元素中匹配给定值的参数名称
|
||
/// </summary>
|
||
public static void FindParameterName(object value)
|
||
{
|
||
// 假设 inspector.connectedGameElement 存在且是你希望搜索的对象
|
||
var element = inspector.connectedGameElement;
|
||
if (element == null || value == null) return;
|
||
string o = FindParameterName(element, value);
|
||
if (!string.IsNullOrEmpty(o)) LogWindow.Log(o);
|
||
|
||
foreach (var i in element.GetType().GetProperties(DeepMatchFlags))
|
||
{
|
||
if (i == null) continue;
|
||
var propertyInfo = element.GetType().GetProperty(i.Name);
|
||
if (propertyInfo == null) continue;
|
||
var propertyValue = propertyInfo.GetValue(element);
|
||
var p = FindParameterName(propertyValue as IBaseElement, value);
|
||
if (!string.IsNullOrEmpty(p))
|
||
LogWindow.Log($"{i.Name}.{p}");
|
||
}
|
||
}
|
||
public static string FindParameterName(IBaseElement element, object value)
|
||
{
|
||
// 假设 inspector.connectedGameElement 存在且是你希望搜索的对象
|
||
|
||
if (element == null || value == null) return "";
|
||
|
||
// 1. 获取目标类型
|
||
Type targetType = value.GetType();
|
||
|
||
// 如果是 Nullable<T>,获取其基础类型
|
||
if (targetType.IsGenericType && targetType.GetGenericTypeDefinition() == typeof(Nullable<>))
|
||
{
|
||
targetType = Nullable.GetUnderlyingType(targetType);
|
||
}
|
||
|
||
// 2. 遍历 GameElement 的所有字段
|
||
foreach (var field in element.GetType().GetFields(DeepMatchFlags))
|
||
{
|
||
// 检查字段类型是否匹配
|
||
if (field.FieldType == targetType)
|
||
{
|
||
// 获取字段的值 (作为 object)
|
||
object fieldValue = field.GetValue(element);
|
||
|
||
if (IsValueMatch(fieldValue, value, field.FieldType))
|
||
{
|
||
Debug.Log($"Found parameter: {field.Name} (Type: {targetType.Name})");
|
||
// 假设 LogWindow 可用
|
||
return field.Name;
|
||
}
|
||
}
|
||
}
|
||
return "";
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步标签元素
|
||
/// </summary>
|
||
public static void SyncTagedElement()
|
||
{
|
||
var q = inspector.connectedGameElement;
|
||
|
||
var tagManager = EditorManager.instance.projectInformation.tagManager;
|
||
tagManager.SyncTagedElement((q));
|
||
}
|
||
#endregion
|
||
|
||
#region Internal Helpers (内部辅助方法)
|
||
private const BindingFlags DeepMatchFlags = BindingFlags.Instance | BindingFlags.Public;
|
||
private const float FloatEpsilon = 0.0001f; // 定义浮点数容差
|
||
|
||
/// <summary>
|
||
/// 比较两个值是否匹配,对浮点数使用容差比较
|
||
/// </summary>
|
||
private static bool IsValueMatch(object fieldVal, object targetVal, Type t)
|
||
{
|
||
if (fieldVal == null || targetVal == null)
|
||
{
|
||
return fieldVal == targetVal;
|
||
}
|
||
|
||
// 1. 类型是 float
|
||
if (t == typeof(float))
|
||
{
|
||
// 必须进行类型转换
|
||
float f1 = (float)fieldVal;
|
||
float f2 = (float)targetVal;
|
||
return Mathf.Abs(f1 - f2) < FloatEpsilon;
|
||
}
|
||
|
||
// 2. 类型是 Vector3
|
||
if (t == typeof(Vector3))
|
||
{
|
||
Vector3 v1 = (Vector3)fieldVal;
|
||
Vector3 v2 = (Vector3)targetVal;
|
||
// 使用 Unity 的 Distance 容差比较
|
||
return Vector3.Distance(v1, v2) < FloatEpsilon;
|
||
}
|
||
|
||
// 3. 类型是 Color
|
||
if (t == typeof(Color))
|
||
{
|
||
Color c1 = (Color)fieldVal;
|
||
Color c2 = (Color)targetVal;
|
||
|
||
// 手动解构 Color 的四个 float 分量,使用容差
|
||
return Mathf.Abs(c1.r - c2.r) < FloatEpsilon &&
|
||
Mathf.Abs(c1.g - c2.g) < FloatEpsilon &&
|
||
Mathf.Abs(c1.b - c2.b) < FloatEpsilon &&
|
||
Mathf.Abs(c1.a - c2.a) < FloatEpsilon;
|
||
}
|
||
|
||
// 4. 其他包含 float 的复杂 Struct/Class 的浅层解构
|
||
if (!t.IsPrimitive && t != typeof(string) && (t.IsClass || t.IsValueType))
|
||
{
|
||
// 如果字段值是复杂类型,并且我们想比较它的内部 float 字段 (浅层)
|
||
// 这里只能进行浅层比较,因为深层递归需要辅助函数来管理栈。
|
||
|
||
// 遍历所有顶层字段,检查是否有 float
|
||
foreach (var field in t.GetFields(DeepMatchFlags))
|
||
{
|
||
object fieldValMember = field.GetValue(fieldVal);
|
||
object targetValMember = field.GetValue(targetVal);
|
||
|
||
if (field.FieldType == typeof(float))
|
||
{
|
||
// 对 float 成员进行容差比较
|
||
if (fieldValMember != null && targetValMember != null)
|
||
{
|
||
float f1 = (float)fieldValMember;
|
||
float f2 = (float)targetValMember;
|
||
if (Mathf.Abs(f1 - f2) >= FloatEpsilon)
|
||
{
|
||
return false; // 找到不匹配的 float
|
||
}
|
||
}
|
||
else if (fieldValMember != targetValMember) // 检查是否一个为 null,另一个不为 null
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 对其他类型使用默认 Equals
|
||
if (!fieldValMember.Equals(targetValMember))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
// 所有字段都匹配
|
||
return true;
|
||
}
|
||
|
||
// 5. 默认路径:对于所有其他类型(int, string, bool, etc.),使用默认的 Equals 比较
|
||
return fieldVal.Equals(targetVal);
|
||
}
|
||
#endregion
|
||
|
||
|
||
}
|
||
} |