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ichni_Creator_Studio/Assets/ThemeBundles/Basic/Scripts/EnvironmentObjects/BasicEnvironmentObject.cs
TRAfoer de4e399d78 111111111111
Signed-off-by: TRAfoer <lhf190@outlook.com>
2026-01-18 13:11:38 +08:00

116 lines
5.3 KiB
C#
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using System;
using UnityEngine;
using Ichni.Editor;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using System.Collections.Generic;
using Beatmap;
namespace Ichni.RhythmGame
{
// 以EnvironmentObject为基底支持伪阴影shader参数刷新
public class BasicEnvironmentObject : EnvironmentObject
{
[Header("Pseudo Shadow Settings")]
public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
[Range(-1, 1)] public float shadowThreshold = 0.2f;
[Range(0, 1)] public float shadowSmoothness = 0.5f;
public bool useWorldLight = false;
public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
public override bool haveEmissionColor => true;
public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
{
BasicEnvironmentObject basicEnvObj = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<BasicEnvironmentObject>();
basicEnvObj.shadowThreshold = shadowThreshold;
basicEnvObj.shadowSmoothness = shadowSmoothness;
basicEnvObj.useWorldLight = useWorldLight;
basicEnvObj.fakeLightDir = fakeLightDir;
return basicEnvObj;
}
public override void Refresh()
{
base.Refresh();
if (shadowRenderer == null || shadowRenderer.material == null) return;
var mat = shadowRenderer.material;
MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
materialPropertyBlock.SetColor("_Color", colorSubmodule.currentBaseColor);
materialPropertyBlock.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
materialPropertyBlock.SetFloat("_ShadowThreshold", shadowThreshold);
materialPropertyBlock.SetFloat("_ShadowSmoothness", shadowSmoothness);
materialPropertyBlock.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
materialPropertyBlock.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
shadowRenderer.SetPropertyBlock(materialPropertyBlock);
}
// 可选:在属性变更时自动刷新
public override void SetUpInspector()
{
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Basic Environment Object");
var shadowSettings = container.GenerateSubcontainer(3);
var i = inspector.GenerateInputField(this, shadowSettings, "Shadow Threshold (-1 to 1)", nameof(shadowThreshold));
var j = inspector.GenerateInputField(this, shadowSettings, "Shadow Smoothness (0 to 1)", nameof(shadowSmoothness));
var u = inspector.GenerateToggle(this, shadowSettings, "Use World Light", nameof(useWorldLight));
var shadowSettings2 = container.GenerateSubcontainer(1);
var w = inspector.GenerateVector3InputField(this, shadowSettings2, "Fake Light Direction", nameof(fakeLightDir));
}
public override void SaveBM()
{
base.SaveBM();
matchedBM = new BasicEnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
}
}
}
namespace Beatmap
{
public class BasicEnvironmentObject_BM : EnvironmentObject_BM
{
public float shadowThreshold;
public float shadowSmoothness;
public bool useWorldLight;
public Vector3 fakeLightDir;
public BasicEnvironmentObject_BM() { }
public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
string themeBundleName, string objectName, bool isStatic,
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
{
this.shadowThreshold = shadowThreshold;
this.shadowSmoothness = shadowSmoothness;
this.useWorldLight = useWorldLight;
this.fakeLightDir = fakeLightDir;
}
public override void ExecuteBM()
{
matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
}
public override GameElement DuplicateBM(GameElement parent)
{
return BasicEnvironmentObject.GenerateElement(elementName, Guid.NewGuid(), tags, false,
themeBundleName, objectName, parent, isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
}
}
}