新谱
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using System;
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using UnityEngine;
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using Ichni.RhythmGame;
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using Ichni.RhythmGame.Beatmap;
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using System.Collections.Generic;
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using Beatmap;
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namespace Ichni.RhythmGame
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{
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// 以EnvironmentObject为基底,支持伪阴影shader参数刷新
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public class BasicEnvironmentObject : EnvironmentObject
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{
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[Header("Pseudo Shadow Settings")]
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public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
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[Range(-1, 1)] public float shadowThreshold = 0.2f;
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[Range(0, 1)] public float shadowSmoothness = 0.5f;
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public bool useWorldLight = false;
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public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
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public override bool haveEmission => true;
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public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
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bool isStatic,
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float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
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{
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BasicEnvironmentObject basicEnvObj = EnvironmentObject.GenerateElement(elementName, id, tags,
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isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<BasicEnvironmentObject>();
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basicEnvObj.shadowThreshold = shadowThreshold;
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basicEnvObj.shadowSmoothness = shadowSmoothness;
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basicEnvObj.useWorldLight = useWorldLight;
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basicEnvObj.fakeLightDir = fakeLightDir;
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return basicEnvObj;
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}
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public override void Refresh()
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{
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base.Refresh();
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if (shadowRenderer == null || shadowRenderer.material == null) return;
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var mat = shadowRenderer.material;
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mat.SetColor("_Color", colorSubmodule.currentBaseColor);
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mat.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
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mat.SetFloat("_ShadowThreshold", shadowThreshold);
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mat.SetFloat("_ShadowSmoothness", shadowSmoothness);
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mat.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
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mat.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
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}
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public override void SaveBM()
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{
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base.SaveBM();
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matchedBM = new BasicEnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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themeBundleName, objectName, isStatic,
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shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
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}
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}
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}
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namespace Beatmap
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{
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public class BasicEnvironmentObject_BM : EnvironmentObject_BM
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{
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public float shadowThreshold;
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public float shadowSmoothness;
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public bool useWorldLight;
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public Vector3 fakeLightDir;
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public BasicEnvironmentObject_BM() { }
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public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
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string themeBundleName, string objectName, bool isStatic,
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float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
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: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
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{
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this.shadowThreshold = shadowThreshold;
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this.shadowSmoothness = shadowSmoothness;
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this.useWorldLight = useWorldLight;
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this.fakeLightDir = fakeLightDir;
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}
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public override void ExecuteBM()
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{
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matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
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shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
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}
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}
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}
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