Files
ichni_Creator_Studio/Assets/Scripts/Base/GeneralSubmodules/TimeDurationSubmodule.cs
SoulliesOfficial 7ab738cb68 架构重新设计
基本重做了所有物体和次级模块代码
2025-02-08 02:31:39 -05:00

124 lines
4.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using Unity.Mathematics;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class TimeDurationSubmodule: SubmoduleBase
{
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略
public float startTime, endTime; //起止时间
public TimeDurationSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
isOverridingDuration = false;
startTime = -32767;//TODO: 换为-delay
endTime = 32767;//TODO: 换为songLength
}
public TimeDurationSubmodule(GameElement attachedGameElement, bool isOverridingDuration, float startTime, float endTime) : base(attachedGameElement)
{
this.isOverridingDuration = isOverridingDuration;
this.startTime = startTime;
this.endTime = endTime;
}
public bool CheckTimeInDuration(float time, float offset = 0.2f)
{
return time >= startTime - offset && time <= endTime + offset;
}
public void SetDuration(float startTime, float endTime)
{
this.startTime = startTime;
this.endTime = endTime;
this.isOverridingDuration = true;
}
public void SetDuration(params FlexibleFloat[] flexibleFloats)
{
List<float> startTimes = new List<float>();
List<float> endTimes = new List<float>();
foreach (FlexibleFloat flexibleFloat in flexibleFloats)
{
flexibleFloat.Sort();
if (flexibleFloat.animations.Count > 0)
{
startTimes.Add(flexibleFloat.animations[0].startTime);
endTimes.Add(flexibleFloat.animations[^1].endTime);
}
}
startTime = startTimes.Min();
endTime = endTimes.Max();
}
public void SetDurationFromChildren(List<TimeDurationSubmodule> children)
{
List<float2> durations = new List<float2>();
if (children.Count == 0)
{
return;
}
foreach (var child in children)
{
durations.Add(new float2(child.startTime, child.endTime));
}
startTime = durations.Min(duration => duration.x);
endTime = durations.Max(duration => duration.y);
}
public override void SaveBM()
{
matchedBM = new TimeDurationSubmodule_BM(attachedGameElement);
}
}
public interface IHaveTimeDurationSubmodule
{
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
}
namespace Beatmap
{
public class TimeDurationSubmodule_BM : Submodule_BM
{
public bool isOverridingDuration;
public float startTime, endTime;
public TimeDurationSubmodule_BM()
{
}
public TimeDurationSubmodule_BM(GameElement attachedElement) : base(attachedElement)
{
TimeDurationSubmodule timeDurationSubmodule = (attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule;
isOverridingDuration = timeDurationSubmodule.isOverridingDuration;
startTime = timeDurationSubmodule.startTime;
endTime = timeDurationSubmodule.endTime;
}
public override void ExecuteBM()
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
new TimeDurationSubmodule(attachedElement, isOverridingDuration, startTime, endTime);
}
public override void DuplicateBM(GameElement attached)
{
(attachedElement as IHaveTimeDurationSubmodule).timeDurationSubmodule =
new TimeDurationSubmodule(attached, isOverridingDuration, startTime, endTime);
}
}
}
}