同步
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BIN
Assets/Resources/Chapter0.asset
LFS
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Binary file not shown.
@@ -30,9 +30,9 @@ namespace Ichni.RhythmGame
|
||||
// 【新增】受管家管控
|
||||
GameManager.Instance.animationManager.RegisterAnimation(this);
|
||||
float delay = GameManager.Instance.songInformation.delay;
|
||||
if (timeDurationSubmodule.CheckTimeInDuration(delay))
|
||||
if (timeDurationSubmodule.CheckTimeInDuration(-delay))
|
||||
{
|
||||
UpdateAnimation(0f); // 确保与最新的 SongTime 同步
|
||||
ManualUpdate(-delay, true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,13 +40,13 @@ namespace Ichni.RhythmGame
|
||||
/// 更新动画
|
||||
/// </summary>
|
||||
/// <param name="songTime">歌曲时间</param>
|
||||
protected abstract void UpdateAnimation(float songTime);
|
||||
protected abstract void UpdateAnimation(float songTime, bool forceUpdate);
|
||||
|
||||
public virtual void ManualUpdate(float currentSongTime)
|
||||
public virtual void ManualUpdate(float currentSongTime, bool forceUpdate = false)
|
||||
{
|
||||
if (timeDurationSubmodule.CheckTimeInDuration(currentSongTime))
|
||||
{
|
||||
UpdateAnimation(currentSongTime);
|
||||
UpdateAnimation(currentSongTime, forceUpdate);
|
||||
}
|
||||
|
||||
if (timeDurationSubmodule.CheckAfterEndTime(currentSongTime))
|
||||
|
||||
@@ -37,11 +37,11 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
fieldOfView.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
|
||||
if (forceUpdate || fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
targetGameCamera.perspectiveAngle = fieldOfView.value;
|
||||
targetGameCamera.cam.fieldOfView = fieldOfView.value;
|
||||
|
||||
@@ -45,19 +45,19 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
colorR.UpdateFlexibleFloat(songTime);
|
||||
colorG.UpdateFlexibleFloat(songTime);
|
||||
colorB.UpdateFlexibleFloat(songTime);
|
||||
colorA.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if ((colorR.returnType is FlexibleReturnType.MiddleExecuting || colorR.isSwitchingReturnType) ||
|
||||
if (forceUpdate || (colorR.returnType is FlexibleReturnType.MiddleExecuting || colorR.isSwitchingReturnType) ||
|
||||
(colorG.returnType is FlexibleReturnType.MiddleExecuting || colorG.isSwitchingReturnType) ||
|
||||
(colorB.returnType is FlexibleReturnType.MiddleExecuting || colorB.isSwitchingReturnType) ||
|
||||
(colorA.returnType is FlexibleReturnType.MiddleExecuting || colorA.isSwitchingReturnType))
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
|
||||
targetColorSubmodule.currentBaseColor = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
|
||||
targetColorSubmodule.baseColorDirtyMark = true;
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
colorR.UpdateFlexibleFloat(songTime);
|
||||
colorG.UpdateFlexibleFloat(songTime);
|
||||
@@ -56,7 +56,7 @@ namespace Ichni.RhythmGame
|
||||
(colorB.returnType is FlexibleReturnType.MiddleExecuting || colorB.isSwitchingReturnType) ||
|
||||
(colorI.returnType is FlexibleReturnType.MiddleExecuting || colorI.isSwitchingReturnType))
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
|
||||
targetColorSubmodule.currentEmissionColor = new Color(colorR.value, colorG.value, colorB.value, 1);
|
||||
targetColorSubmodule.currentEmissionIntensity = colorI.value;
|
||||
|
||||
@@ -103,7 +103,7 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
if (targetComponent == null) return;
|
||||
|
||||
|
||||
@@ -102,7 +102,7 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
if (targetComponent == null || propertyValue == null || propertyValue.animations.Count == 0) return;
|
||||
|
||||
|
||||
@@ -102,7 +102,7 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
if (targetComponent == null) return;
|
||||
|
||||
|
||||
@@ -44,19 +44,19 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
colorR.UpdateFlexibleFloat(songTime);
|
||||
colorG.UpdateFlexibleFloat(songTime);
|
||||
colorB.UpdateFlexibleFloat(songTime);
|
||||
colorA.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if ((colorR.returnType is FlexibleReturnType.MiddleExecuting || colorR.isSwitchingReturnType) ||
|
||||
if (forceUpdate || (colorR.returnType is FlexibleReturnType.MiddleExecuting || colorR.isSwitchingReturnType) ||
|
||||
(colorG.returnType is FlexibleReturnType.MiddleExecuting || colorG.isSwitchingReturnType) ||
|
||||
(colorB.returnType is FlexibleReturnType.MiddleExecuting || colorB.isSwitchingReturnType) ||
|
||||
(colorA.returnType is FlexibleReturnType.MiddleExecuting || colorA.isSwitchingReturnType))
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Color color = new Color(colorR.value, colorG.value, colorB.value, colorA.value);
|
||||
((Track)animatedObject).trackRendererSubmodule.meshGenerator.color = color;
|
||||
}
|
||||
@@ -83,7 +83,7 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateAnimation(CoreServices.TimeProvider.SongTime);
|
||||
UpdateAnimation(CoreServices.TimeProvider.SongTime, false);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
totalTime.UpdateFlexibleFloat(songTime);
|
||||
|
||||
|
||||
@@ -39,17 +39,17 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
positionX.UpdateFlexibleFloat(songTime);
|
||||
positionY.UpdateFlexibleFloat(songTime);
|
||||
positionZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
if (forceUpdate || positionX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
|
||||
targetTransformSubmodule.positionOffset += currentPosition;
|
||||
targetTransformSubmodule.positionDirtyMark = true;
|
||||
|
||||
@@ -33,9 +33,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
look.targetGameElement = lookAtTarget;
|
||||
look.targetTransformSubmodule = (animatedObject as IHaveTransformSubmodule).transformSubmodule;
|
||||
|
||||
//look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
|
||||
|
||||
return look;
|
||||
}
|
||||
|
||||
@@ -43,6 +41,12 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
@@ -54,7 +58,7 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
if (targetGameElement is null) return;
|
||||
|
||||
@@ -64,7 +68,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
targetTransformSubmodule.eulerAnglesOffsetLock = enabling.value;
|
||||
}
|
||||
|
||||
|
||||
if (enabling.value)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
|
||||
@@ -42,17 +42,18 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
scaleX.UpdateFlexibleFloat(songTime);
|
||||
scaleY.UpdateFlexibleFloat(songTime);
|
||||
scaleZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
if (forceUpdate || scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
|
||||
targetTransformSubmodule.scaleOffset += currentScale;
|
||||
targetTransformSubmodule.scaleDirtyMark = true;
|
||||
|
||||
@@ -37,17 +37,17 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [核心动画逻辑] Core Animation Logic
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
protected override void UpdateAnimation(float songTime, bool forceUpdate)
|
||||
{
|
||||
eulerAngleX.UpdateFlexibleFloat(songTime);
|
||||
eulerAngleY.UpdateFlexibleFloat(songTime);
|
||||
eulerAngleZ.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
if (forceUpdate || eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
|
||||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
if(!forceUpdate) animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
|
||||
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
|
||||
targetTransformSubmodule.eulerAnglesDirtyMark = true;
|
||||
|
||||
@@ -28,7 +28,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
if (HaveSameSubmodule)
|
||||
{
|
||||
Debug.LogAssertion($"物体 '{attachedGameElement.name}' 已经有一个类型为 '{this.GetType().Name}' 的 Submodule 了,新的 Submodule 将不会被添加。");
|
||||
//Debug.LogAssertion($"物体 '{attachedGameElement.name}' 已经有一个类型为 '{this.GetType().Name}' 的 Submodule 了,新的 Submodule 将不会被添加。");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -60,8 +60,7 @@ namespace Ichni.RhythmGame
|
||||
skyboxThemeBundleName = themeBundleName;
|
||||
skyboxMaterialName = materialName;
|
||||
skyboxMaterial = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, materialName);
|
||||
if (skyboxMaterial == null) skyboxMaterial = GameManager.Instance.basePrefabs.defaultSkyboxMaterial;
|
||||
GameManager.Instance.backgroundController.SetSkybox(skyboxMaterial);
|
||||
if (skyboxMaterial != null) GameManager.Instance.backgroundController.SetSkybox(skyboxMaterial);
|
||||
}
|
||||
|
||||
private void SetBackgroundSprite(string spriteName)
|
||||
|
||||
@@ -114,12 +114,12 @@ namespace Ichni.RhythmGame
|
||||
particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
|
||||
if (colorSubmodule.emissionEnabled)
|
||||
{
|
||||
particleSystemRenderer.material.EnableKeyword("_EMISSION_ON");
|
||||
particleSystemRenderer.material.SetFloat("_EnableEmission", 1);
|
||||
particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
|
||||
}
|
||||
else
|
||||
{
|
||||
particleSystemRenderer.material.DisableKeyword("_EMISSION_ON");
|
||||
particleSystemRenderer.material.SetFloat("_EnableEmission", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Lean.Pool;
|
||||
@@ -45,6 +46,20 @@ namespace Ichni.RhythmGame
|
||||
return pathNode;
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
|
||||
if (childElementList.Any(c => c is AnimationBase))
|
||||
{
|
||||
if(track.trackRendererSubmodule != null) track.trackRendererSubmodule.meshGenerator.autoUpdate = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//LeanPool.Despawn(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetDefaultSubmodules()
|
||||
{
|
||||
transformSubmodule = new TransformSubmodule(this);
|
||||
|
||||
@@ -60,6 +60,12 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public void ClosePath()
|
||||
{
|
||||
if (pathNodeList.Count == 2)
|
||||
{
|
||||
path.type = Spline.Type.Linear;
|
||||
path.sampleRate = 1;
|
||||
}
|
||||
|
||||
if (isClosed)
|
||||
{
|
||||
path.Close();
|
||||
@@ -95,7 +101,7 @@ namespace Ichni.RhythmGame
|
||||
SetPathNode(pathNode);
|
||||
}
|
||||
ClosePath();
|
||||
path.RebuildImmediate(true, true);
|
||||
path.RebuildImmediate();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -37,20 +37,6 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
this.track.trackRendererSubmodule = this;
|
||||
}
|
||||
|
||||
// 【盲区修复】: 在启用所需的轨道生成器前,强行将对象池残留里的其他轨道生成器打入休眠状态,以防止管网和曲线同屏出现重叠!
|
||||
DisableAllGenerators();
|
||||
}
|
||||
|
||||
private void DisableAllGenerators()
|
||||
{
|
||||
if (track.trackRenderer == null) return;
|
||||
|
||||
if (track.trackRenderer.TryGetComponent(out SplineRenderer sr)) sr.enabled = false;
|
||||
if (track.trackRenderer.TryGetComponent(out PathGenerator pg)) pg.enabled = false;
|
||||
if (track.trackRenderer.TryGetComponent(out TubeGenerator tg)) tg.enabled = false;
|
||||
if (track.trackRenderer.TryGetComponent(out SurfaceGenerator sg)) sg.enabled = false;
|
||||
if (track.trackRenderer.TryGetComponent(out MeshRenderer mr)) mr.enabled = false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -79,8 +65,6 @@ namespace Ichni.RhythmGame
|
||||
|
||||
protected void SetMesh()
|
||||
{
|
||||
this.meshGenerator.enabled = true;
|
||||
|
||||
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable trackTimeSubmoduleMovable)
|
||||
{
|
||||
meshGenerator.clipFrom = trackTimeSubmoduleMovable.tailPercent;
|
||||
@@ -91,10 +75,6 @@ namespace Ichni.RhythmGame
|
||||
meshGenerator.clipFrom = 0;
|
||||
meshGenerator.clipTo = 1;
|
||||
}
|
||||
|
||||
this.meshRenderer.enabled = true;
|
||||
// 短暂激活生成网格后,为了性能再度关闭自身的实时刷新。
|
||||
this.meshGenerator.enabled = false;
|
||||
}
|
||||
|
||||
protected void SetEnableEmission() => meshRenderer.material.SetInt("_Emission", enableEmission ? 1 : 0);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -16,16 +17,16 @@ namespace Ichni.RhythmGame
|
||||
bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
|
||||
{
|
||||
this.splineRenderer = track.trackRenderer.GetComponent<SplineRenderer>();
|
||||
this.splineRenderer = track.trackRenderer.AddComponent<SplineRenderer>();
|
||||
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
|
||||
this.meshGenerator = splineRenderer;
|
||||
|
||||
// 真正安全地仅激活该模块需要用到的引擎
|
||||
this.splineRenderer.enabled = true;
|
||||
this.meshGenerator.enabled = true;
|
||||
|
||||
this.renderMaterial = material == null ? GameManager.Instance.basePrefabs.defaultTrackMaterial : material;
|
||||
this.splineRenderer.spline = track.trackPathSubmodule.path;
|
||||
this.splineRenderer.doubleSided = true;
|
||||
this.splineRenderer.clipFrom = 0;
|
||||
this.splineRenderer.clipTo = 1;
|
||||
this.splineRenderer.updateMethod = SplineUser.UpdateMethod.Update;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -16,15 +17,15 @@ namespace Ichni.RhythmGame
|
||||
bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
|
||||
{
|
||||
this.pathGenerator = track.trackRenderer.GetComponent<PathGenerator>();
|
||||
this.pathGenerator = track.trackRenderer.AddComponent<PathGenerator>();
|
||||
this.meshRenderer = pathGenerator.GetComponent<MeshRenderer>();
|
||||
this.meshGenerator = pathGenerator;
|
||||
|
||||
this.pathGenerator.enabled = true;
|
||||
this.meshGenerator.enabled = true;
|
||||
|
||||
this.renderMaterial = material == null ? GameManager.Instance.basePrefabs.defaultTrackMaterial : material;
|
||||
this.pathGenerator.spline = track.trackPathSubmodule.path;
|
||||
this.pathGenerator.doubleSided = true;
|
||||
this.pathGenerator.clipFrom = 0;
|
||||
this.pathGenerator.clipTo = 1;
|
||||
this.pathGenerator.updateMethod = SplineUser.UpdateMethod.Update;
|
||||
|
||||
@@ -16,15 +16,15 @@ namespace Ichni.RhythmGame
|
||||
bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
|
||||
{
|
||||
this.surface = track.trackRenderer.GetComponent<SurfaceGenerator>();
|
||||
this.surface = track.trackRenderer.AddComponent<SurfaceGenerator>();
|
||||
this.meshRenderer = surface.GetComponent<MeshRenderer>();
|
||||
this.meshGenerator = surface;
|
||||
|
||||
this.surface.enabled = true;
|
||||
this.meshGenerator.enabled = true;
|
||||
|
||||
this.renderMaterial = material == null ? GameManager.Instance.basePrefabs.defaultTrackMaterial : material;
|
||||
this.surface.spline = track.trackPathSubmodule.path;
|
||||
this.surface.doubleSided = true;
|
||||
this.surface.clipFrom = 0;
|
||||
this.surface.clipTo = 1;
|
||||
this.surface.updateMethod = SplineUser.UpdateMethod.Update;
|
||||
|
||||
@@ -19,12 +19,11 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
this.sideCount = sideCount;
|
||||
|
||||
this.tubeGenerator = track.trackRenderer.GetComponent<TubeGenerator>();
|
||||
this.tubeGenerator = track.trackRenderer.AddComponent<TubeGenerator>();
|
||||
this.meshRenderer = tubeGenerator.GetComponent<MeshRenderer>();
|
||||
this.meshGenerator = tubeGenerator;
|
||||
|
||||
this.tubeGenerator.enabled = true;
|
||||
this.meshGenerator.enabled = true;
|
||||
|
||||
this.renderMaterial = material == null ? GameManager.Instance.basePrefabs.defaultTrackMaterial : material;
|
||||
this.tubeGenerator.spline = track.trackPathSubmodule.path;
|
||||
|
||||
@@ -127,12 +127,12 @@ namespace Ichni.RhythmGame
|
||||
particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
|
||||
if (colorSubmodule.emissionEnabled)
|
||||
{
|
||||
particleSystemRenderer.material.EnableKeyword("_EMISSION_ON");
|
||||
particleSystemRenderer.material.SetFloat("_EnableEmission", 1);
|
||||
particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
|
||||
}
|
||||
else
|
||||
{
|
||||
particleSystemRenderer.material.DisableKeyword("_EMISSION_ON");
|
||||
particleSystemRenderer.material.SetFloat("_EnableEmission", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,6 +76,7 @@ namespace Ichni
|
||||
{
|
||||
GameManager.Instance.gameLoadingCanvas.FadeOut();
|
||||
GameManager.Instance.songPlayer.isLoading = false;
|
||||
GameManager.Instance.songPlayer.isStarting = true;
|
||||
|
||||
GameManager.Instance.beatmapContainer.gameElementList.ForEach(element => element.BeforeStart());
|
||||
|
||||
|
||||
@@ -10,12 +10,12 @@ namespace Ichni
|
||||
public class SongPlayer : SerializedMonoBehaviour
|
||||
{
|
||||
public bool isLoading = true;
|
||||
public bool isStarting = true;
|
||||
public bool isStarting = false;
|
||||
public bool isDelaying = false;
|
||||
public bool isPlaying = false; // 是否正在播放音乐
|
||||
public bool isPausing = false; // 是否正在暂停音乐
|
||||
public bool isFinished = false;
|
||||
public bool isUpdating => isDelaying || isPlaying;
|
||||
public bool isUpdating => isStarting || isDelaying || isPlaying;
|
||||
|
||||
public Event PlayMusicEvent; // 播放背景音乐的事件
|
||||
public Event ResumeMusicEvent; // 恢复播放背景音乐的事件
|
||||
@@ -35,7 +35,7 @@ namespace Ichni
|
||||
InformationTransistor.instance.chapterSwitch.SetValue(gameObject);
|
||||
InformationTransistor.instance.songSwitch.SetValue(gameObject);
|
||||
isLoading = true;
|
||||
isStarting = true;
|
||||
isStarting = false;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
||||
@@ -193,11 +193,11 @@ namespace Ichni
|
||||
assetList_Other = new List<Object>();
|
||||
}
|
||||
|
||||
public T GetObject<T>(string name)
|
||||
public T GetObject<T>(string name) where T : class
|
||||
{
|
||||
if (name == "None")
|
||||
{
|
||||
return default(T);
|
||||
return null;
|
||||
}
|
||||
|
||||
T[] assetList;
|
||||
@@ -210,7 +210,7 @@ namespace Ichni
|
||||
{
|
||||
if (name == assetList_GameObject[i].name)
|
||||
{
|
||||
return assetList[i];
|
||||
if (assetList != null) return assetList[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -222,7 +222,7 @@ namespace Ichni
|
||||
{
|
||||
if (name == assetList_Material[i].name)
|
||||
{
|
||||
return assetList[i];
|
||||
if (assetList != null) return assetList[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -234,7 +234,7 @@ namespace Ichni
|
||||
{
|
||||
if (name == assetList_Texture[i].name)
|
||||
{
|
||||
return assetList[i];
|
||||
if (assetList != null) return assetList[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -245,12 +245,12 @@ namespace Ichni
|
||||
{
|
||||
if (name == assetList_Other[i].name)
|
||||
{
|
||||
return assetList[i];
|
||||
if (assetList != null) return assetList[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return default(T);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Binary file not shown.
@@ -11,7 +11,7 @@ Shader "Soullies/BlendUnlit"
|
||||
Properties
|
||||
{
|
||||
[Header(Texture)]
|
||||
_MainTexture ("Main Texture", 2D) = "white" {}
|
||||
_MainTex ("Main Texture", 2D) = "white" {}
|
||||
|
||||
[Space(8)]
|
||||
[Header(Color)]
|
||||
@@ -19,14 +19,14 @@ Shader "Soullies/BlendUnlit"
|
||||
|
||||
[Space(8)]
|
||||
[Header(Emission)]
|
||||
[Toggle(_EMISSION_ON)] _EnableEmission ("Enable Emission", Float) = 0
|
||||
[Toggle] _EnableEmission ("Enable Emission", Float) = 0
|
||||
[HDR] _EmissionColor ("Emission Color (HDR)", Color) = (0, 0, 0, 1)
|
||||
|
||||
[Space(8)]
|
||||
[Header(Alpha Source)]
|
||||
// When toggled ON : uses the Red channel of the texture as Alpha (for single-channel masks).
|
||||
// When toggled OFF : uses the A channel of the texture (standard RGBA sprite).
|
||||
[Toggle(_USEREDASALPHA_ON)] _UseRedAsAlpha ("Use Red Channel as Alpha", Float) = 0
|
||||
[Toggle] _UseRedAsAlpha ("Use Red Channel as Alpha", Float) = 0
|
||||
|
||||
[Space(8)]
|
||||
[Header(Blend Mode)]
|
||||
@@ -94,9 +94,6 @@ Shader "Soullies/BlendUnlit"
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_vertex _ SKINNED_SPRITE
|
||||
|
||||
// Feature toggles – local so they only generate variants for this material
|
||||
#pragma shader_feature_local_fragment _EMISSION_ON
|
||||
#pragma shader_feature_local_fragment _USEREDASALPHA_ON
|
||||
// Blend mode variants (local_fragment: blend equation changes are per-draw, not per-pass)
|
||||
#pragma shader_feature_local _BLENDMODE_ALPHA _BLENDMODE_ADDITIVE _BLENDMODE_MULTIPLY _BLENDMODE_PREMULTIPLIED
|
||||
|
||||
@@ -106,10 +103,10 @@ Shader "Soullies/BlendUnlit"
|
||||
// -----------------------------------------------------------------------
|
||||
// Shared CBUFFER (SRP Batcher compatible)
|
||||
// -----------------------------------------------------------------------
|
||||
TEXTURE2D(_MainTexture); SAMPLER(sampler_MainTexture);
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTexture_ST;
|
||||
float4 _MainTex_ST;
|
||||
half4 _BaseColor;
|
||||
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||||
float _ZWrite;
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||||
// -----------------------------------------------------------------------
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half4 ComputeColor(float2 uv, half4 vertexColor)
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{
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@@ -186,7 +177,7 @@ Shader "Soullies/BlendUnlit"
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VertexPositionInputs vpi = GetVertexPositionInputs(IN.positionOS);
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return OUT;
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@@ -225,19 +216,19 @@ Shader "Soullies/BlendUnlit"
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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#pragma shader_feature_local_fragment _EMISSION_ON
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TEXTURE2D(_MainTexture); SAMPLER(sampler_MainTexture);
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTexture_ST;
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float4 _MainTex_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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float _EnableEmission;
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float _UseRedAsAlpha;
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float _ZWrite;
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float _SrcBlendRGB;
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float _DstBlendRGB;
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@@ -263,20 +254,15 @@ Shader "Soullies/BlendUnlit"
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half4 ComputeColor(float2 uv, half4 vertexColor)
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{
|
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half4 texSample = SAMPLE_TEXTURE2D(_MainTexture, sampler_MainTexture, uv);
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half4 texSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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#endif
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half texAlpha = lerp(texSample.a, texSample.r, _UseRedAsAlpha);
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half4 texColor = half4(texSample.rgb, texAlpha);
|
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half4 color = texColor * _BaseColor;
|
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#if defined(_EMISSION_ON)
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color *= _EmissionColor;
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#endif
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half4 emissionMult = lerp(half4(1, 1, 1, 1), _EmissionColor, _EnableEmission);
|
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color *= emissionMult;
|
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|
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color *= vertexColor;
|
||||
return color;
|
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@@ -291,7 +277,7 @@ Shader "Soullies/BlendUnlit"
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VertexPositionInputs vpi = GetVertexPositionInputs(IN.positionOS);
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OUT.positionCS = vpi.positionCS;
|
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTexture);
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||||
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
|
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OUT.color = IN.color;
|
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OUT.fogFactor = ComputeFogFactor(vpi.positionCS.z);
|
||||
return OUT;
|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTexture_ST;
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float4 _MainTex_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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float _ZWrite;
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTexture_ST;
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float4 _MainTex_ST;
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PrefabModifications: []
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SerializationNodes:
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Data: 00000000000000000000000000000000
|
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- Name: submoduleList
|
||||
Entry: 7
|
||||
Data: 0|System.Collections.Generic.List`1[[Ichni.RhythmGame.SubmoduleBase,
|
||||
Assembly-CSharp]], mscorlib
|
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- Name:
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|
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Data: 0
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Data:
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Data:
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elementName:
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tags: []
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parentElement: {fileID: 0}
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childElementList: []
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themeBundleName:
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objectName:
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isStatic: 0
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spriteName: None
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spriteRenderer: {fileID: 5809771010128262868}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 00643927510b85b41a9db40917709fe6
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName: basic
|
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assetBundleVariant:
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@@ -12,6 +12,7 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
|
||||
public class Custom2DShape : EnvironmentObject
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
public string spriteThemeBundleName;
|
||||
public string spriteName = "None";
|
||||
public SpriteRenderer spriteRenderer;
|
||||
#endregion
|
||||
@@ -19,21 +20,18 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
|
||||
#region [生命周期与工厂] Lifecycle & Factory
|
||||
public static Custom2DShape GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic, string spriteName)
|
||||
bool isStatic, string spriteThemeBundleName, string spriteName)
|
||||
{
|
||||
// 通过 EnvironmentObject.GenerateElement 创建 GameObject 并获取组件
|
||||
Custom2DShape obj = EnvironmentObject.GenerateElement(elementName, id, tags,
|
||||
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<Custom2DShape>();
|
||||
|
||||
obj.spriteThemeBundleName = spriteThemeBundleName;
|
||||
obj.spriteName = spriteName;
|
||||
return obj;
|
||||
}
|
||||
|
||||
public override void FirstSetUpObject(bool isFirstGenerated)
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
if (spriteRenderer == null)
|
||||
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
|
||||
UpdateSprite();
|
||||
Refresh();
|
||||
}
|
||||
@@ -54,14 +52,24 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
|
||||
if (spriteRenderer != null && !string.IsNullOrEmpty(spriteName) && spriteName != "None")
|
||||
{
|
||||
// 通过 ThemeBundleManager 获取 Sprite
|
||||
Sprite sp = ThemeBundleManager.instance.GetObject<Sprite>(themeBundleName, spriteName);
|
||||
Sprite sp = ThemeBundleManager.instance.GetObject<Sprite>(spriteThemeBundleName, spriteName);
|
||||
if (sp == null)
|
||||
{
|
||||
// 如果没有找到 Sprite,则从 Texture2D 列表中获取并动态创建 Sprite
|
||||
Texture2D tex = ThemeBundleManager.instance.GetObject<Texture2D>(spriteThemeBundleName, spriteName);
|
||||
if (tex != null)
|
||||
{
|
||||
sp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
|
||||
}
|
||||
}
|
||||
|
||||
if (sp != null)
|
||||
{
|
||||
spriteRenderer.sprite = sp;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Custom2DShape] 无法在包 '{themeBundleName}' 中找到 Sprite: {spriteName}");
|
||||
Debug.LogWarning($"[Custom2DShape] 无法在包 '{spriteThemeBundleName}' 中找到 Sprite/Texture: {spriteName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -73,6 +81,12 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = colorSubmodule.currentBaseColor;
|
||||
if (colorSubmodule.emissionEnabled)
|
||||
{
|
||||
// 如果启用了发光,尝试设置发光颜色(需要对应的 Shader 支持)
|
||||
spriteRenderer.material.SetFloat("_EnableEmission", 1);
|
||||
spriteRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
@@ -87,21 +101,23 @@ namespace Ichni.RhythmGame.ThemeBundles.Basic
|
||||
[System.Serializable]
|
||||
public class Custom2DShape_BM : EnvironmentObject_BM
|
||||
{
|
||||
public string spriteThemeBundleName;
|
||||
public string spriteName = "None";
|
||||
|
||||
public Custom2DShape_BM() { }
|
||||
|
||||
public Custom2DShape_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
|
||||
string themeBundleName, string objectName, bool isStatic, string spriteName)
|
||||
string themeBundleName, string objectName, bool isStatic, string spriteThemeBundleName, string spriteName)
|
||||
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
|
||||
{
|
||||
this.spriteThemeBundleName = spriteThemeBundleName;
|
||||
this.spriteName = spriteName;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = Custom2DShape.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, spriteName);
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, spriteThemeBundleName, spriteName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,10 +13,11 @@ Material:
|
||||
m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
|
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- _BLENDMODE_ADDITIVE
|
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- _EMISSION_ON
|
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m_InvalidKeywords:
|
||||
- _CUSTOMDATA
|
||||
- _CUSTOMDATA_OFF
|
||||
- _EMISSION_ON
|
||||
- _ENABLEEMISSION_ON
|
||||
- _FLIPBOOKBLENDING_OFF
|
||||
- _FX_LIGHT_MODE_UNLIT
|
||||
m_LightmapFlags: 4
|
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@@ -80,7 +81,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: d6a6e786d00f297479749f8a4a290eea, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTexture:
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@@ -13,11 +13,12 @@ Material:
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _BLENDMODE_ADDITIVE
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- _EMISSION_ON
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m_InvalidKeywords:
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- _ALPHAPREMULTIPLY_ON
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- _CUSTOMDATA
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- _CUSTOMDATA_OFF
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- _EMISSION_ON
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- _ENABLEEMISSION_ON
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- _FLIPBOOKBLENDING_OFF
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- _FX_LIGHT_MODE_UNLIT
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m_LightmapFlags: 4
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@@ -81,7 +82,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: f70c6f348e906194489ca94eceafce16, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTexture:
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@@ -13,11 +13,12 @@ Material:
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _BLENDMODE_ADDITIVE
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- _EMISSION_ON
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m_InvalidKeywords:
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- _ALPHAPREMULTIPLY_ON
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- _CUSTOMDATA
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- _CUSTOMDATA_OFF
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- _EMISSION_ON
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- _ENABLEEMISSION_ON
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- _FLIPBOOKBLENDING_OFF
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- _FX_LIGHT_MODE_UNLIT
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m_LightmapFlags: 4
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@@ -81,7 +82,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: f70c6f348e906194489ca94eceafce16, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
||||
- _MainTexture:
|
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|
||||
@@ -106,6 +106,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
skyboxMaterial = new Material(sourceMat); // 实例化,隔离修改
|
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RenderSettings.skybox = skyboxMaterial;
|
||||
Debug.Log($"[DTMStarrySkybox] 成功加载并应用天空盒材质 'DTM_Skybox_Starry' 作为场景天空盒。");
|
||||
}
|
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else
|
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{
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||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: iOS
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
customData:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spriteCustomMetadata:
|
||||
entries: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName: shapes
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user