126 lines
5.5 KiB
C#
126 lines
5.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Ichni.RhythmGame.ThemeBundles.Basic
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{
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public partial class BasicHoldVisualMesh : NoteVisualBaseHold
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{
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public MeshGenerator meshGenerator;
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public SplinePositioner headPoint, tailPoint;
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public static BasicHoldVisualMesh GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, GameElement parentElement, string themeBundleName, string objectName)
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{
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BasicHoldVisualMesh holdVisualMesh = SubstantialObject.GenerateElement(elementName, id, tags,
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isFirstGenerated, themeBundleName, objectName, parentElement).GetComponent<BasicHoldVisualMesh>();
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return holdVisualMesh;
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}
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public override void FirstSetUpObject(bool isFirstGenerated)
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{
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NoteBase note = parentElement as NoteBase;
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if (note == null) throw new System.Exception("NoteVisual只能生成在Note下。");
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if (!note.isOnTrack) throw new System.Exception("这种HoldNoteVisual只能生成在Track上。");
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this.note = note;
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note.noteVisual = this;
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this.hold = note as Hold;
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this.headPoint = notePartList[0].GetComponent<SplinePositioner>();
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this.meshGenerator = notePartList[1].GetComponent<MeshGenerator>();
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this.tailPoint = notePartList[2].GetComponent<SplinePositioner>();
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this.hold.trackPositioner.autoUpdate = false;
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headPoint.spline = hold.track.trackPathSubmodule.path;
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meshGenerator.spline = hold.track.trackPathSubmodule.path;
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tailPoint.spline = hold.track.trackPathSubmodule.path;
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TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = hold.track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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float startPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.exactJudgeTime);
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float endPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime);
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hold.trackPositioner.SetPercent(startPercent);
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meshGenerator.SetClipRange(startPercent, endPercent);
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headPoint.SetPercent(startPercent);
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tailPoint.SetPercent(endPercent);
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if (isFirstGenerated)
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{
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effectSubmodule.effectCollection["Generate"].Add(new BasicNoteGenerateExpand(this));
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//effectSubmodule.effectCollection["Holding"].Add(new BasicNoteHoldingExpand(this));
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effectSubmodule.effectCollection["Perfect"].Add(new BasicNotePerfectBurst(this));
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effectSubmodule.effectCollection["Good"].Add(new BasicNoteGoodBurst(this));
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effectSubmodule.effectCollection["Bad"].Add(new BasicNoteBadShrink(this));
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effectSubmodule.effectCollection["Miss"].Add(new BasicNoteMissPale(this));
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}
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}
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}
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public partial class BasicHoldVisualMesh
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{
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public override void SaveBM()
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{
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matchedBM = new BasicHoldVisualTube_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, themeBundleName, objectName);
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}
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private float startPercent, endPercent;
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public override void UpdateHoldInMovableTrack()
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{
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TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = hold.track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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startPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.exactJudgeTime);
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endPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime);
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if (hold.isHolding)
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{
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startPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.exactJudgeTime + hold.holdingTime);
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endPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime);
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}
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else if (hold.isFinalJudged)
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{
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startPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime);
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endPercent = trackTimeSubmoduleMovable.GetTrackPercent(hold.holdEndTime);
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}
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hold.trackPositioner.SetPercent(startPercent);
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meshGenerator.SetClipRange(startPercent, endPercent);
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headPoint.SetPercent(startPercent);
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tailPoint.SetPercent(endPercent);
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}
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}
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namespace Beatmap
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{
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public class BasicHoldVisualTube_BM : SubstantialObject_BM
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{
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public BasicHoldVisualTube_BM()
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{
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}
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public BasicHoldVisualTube_BM(string elementName, Guid id, List<string> tags,
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GameElement_BM parent, string themeBundleName, string objectName) :
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base(elementName, id, tags, parent, themeBundleName, objectName)
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{
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}
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public override void ExecuteBM()
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{
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matchedElement = BasicHoldVisualMesh.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), themeBundleName, objectName);
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return BasicHoldVisualMesh.GenerateElement(elementName, Guid.NewGuid(), tags, false, parent, themeBundleName, objectName);
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}
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}
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}
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} |