设置扩展

This commit is contained in:
SoulliesOfficial
2026-07-19 16:44:58 -04:00
parent dda354ebb9
commit 9fd5f098ab
110 changed files with 8386 additions and 2311 deletions

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@@ -32,6 +32,47 @@ namespace Ichni.RhythmGame
}
}
/// <summary>
/// Rebuilds the list of elements whose active state is driven by a finite time duration.
/// This preserves the existing runtime filter, while avoiding a LINQ allocation during
/// every project load.
/// </summary>
public void RebuildRuntimeTimeDurations()
{
List<TimeDurationSubmodule> runtimeTimeDurations = GameManager.Instance.timeDurations;
runtimeTimeDurations.Clear();
float songLength = GameManager.Instance.songInformation.songLength;
for (int i = 0; i < gameElementList.Count; i++)
{
if (gameElementList[i] is not IHaveTimeDurationSubmodule timeDurationHost)
{
continue;
}
TimeDurationSubmodule timeDuration = timeDurationHost.timeDurationSubmodule;
if (timeDuration != null &&
(timeDuration.startTime > 0f || timeDuration.endTime < songLength))
{
runtimeTimeDurations.Add(timeDuration);
}
}
}
/// <summary>
/// Immediately applies the active state for the registered time-duration elements.
/// Used at loading-state boundaries so the first rendered frame already matches the
/// current song timeline.
/// </summary>
public void SyncRuntimeTimeDurationStates(float songTime)
{
List<TimeDurationSubmodule> runtimeTimeDurations = GameManager.Instance.timeDurations;
for (int i = 0; i < runtimeTimeDurations.Count; i++)
{
runtimeTimeDurations[i]?.DetectAndSwitchActiveState(songTime);
}
}
public void SetUpInspector()
{
throw new System.NotImplementedException();
@@ -43,4 +84,4 @@ namespace Ichni.RhythmGame
}
}
}
}

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@@ -0,0 +1,113 @@
using System.Collections.Generic;
using Sirenix.OdinInspector;
using SLSUtilities.LeanPoolAssistance;
using UnityEngine;
namespace Ichni
{
/// <summary>
/// 面向对象池特效的通用质量控制组件。
///
/// 挂载在由 LeanPool 生成与回收的 VFX 根节点上。每次 <see cref="OnSpawn"/> 时会先恢复受管理子对象的
/// Prefab 初始激活状态,再依据当前 <see cref="VfxQuality"/> 关闭非必要的视觉子树。
/// 设置切换仅影响之后新生成的 VFX不会中断正在播放的效果。
/// </summary>
public class VFXObject : PooledObject
{
[Title("VFX Quality")]
[Tooltip("Medium 与 Low 都会关闭的次要视觉子树。应放入高频、长寿命或大面积覆盖的装饰层。")]
public List<GameObject> disableAtMediumAndLower = new List<GameObject>();
[Tooltip("仅 Low 会额外关闭的视觉子树。Medium 仍保留这些效果以维持基本演出层次。")]
public List<GameObject> disableAtLowOnly = new List<GameObject>();
// 仅缓存两个质量列表中出现过的对象。没有被列出的子对象永远不受本组件控制。
private readonly Dictionary<GameObject, bool> originalActiveStates = new Dictionary<GameObject, bool>();
private bool qualityObjectsCached;
private void Awake()
{
CacheOriginalActiveStates();
}
/// <summary>
/// 对象从 LeanPool 取出时执行一次质量裁剪。
/// 先恢复原始状态可避免同一个对象先以 Low 生成、回收后再以 High 生成时仍错误保持隐藏。
/// </summary>
public override void OnSpawn()
{
// LeanPool 的 Broadcast IPoolable 模式或错误的重复通知不应重新裁剪一个已播放的效果。
if (spawnExecuted)
{
return;
}
CacheOriginalActiveStates();
RestoreOriginalActiveStates();
ApplyCurrentQuality();
base.OnSpawn();
}
/// <summary>
/// 读取生成瞬间的 VFX Quality 并关闭对应的完整视觉子树。
/// 未初始化 SettingsManager 的编辑器预览或独立加载流程默认使用 High保持作者配置的完整视觉。
/// </summary>
private void ApplyCurrentQuality()
{
VfxQuality currentQuality = SettingsManager.instance?.settingsSaveData?.vfxQuality ?? VfxQuality.High;
if (currentQuality <= VfxQuality.Medium)
{
SetObjectsActive(disableAtMediumAndLower, false);
}
if (currentQuality == VfxQuality.Low)
{
SetObjectsActive(disableAtLowOnly, false);
}
}
/// <summary>
/// 记录 Quality 列表对象在 Prefab 中的初始激活状态。
/// 这样即使某个对象本来就由作者设为 inactive也不会在下一次 Spawn 时被强制打开。
/// </summary>
private void CacheOriginalActiveStates()
{
if (qualityObjectsCached)
{
return;
}
CacheOriginalActiveStates(disableAtMediumAndLower);
CacheOriginalActiveStates(disableAtLowOnly);
qualityObjectsCached = true;
}
private void CacheOriginalActiveStates(List<GameObject> qualityObjects)
{
foreach (GameObject qualityObject in qualityObjects)
{
if (!originalActiveStates.ContainsKey(qualityObject))
{
originalActiveStates.Add(qualityObject, qualityObject.activeSelf);
}
}
}
private void RestoreOriginalActiveStates()
{
foreach (KeyValuePair<GameObject, bool> originalState in originalActiveStates)
{
originalState.Key.SetActive(originalState.Value);
}
}
private static void SetObjectsActive(List<GameObject> qualityObjects, bool isActive)
{
foreach (GameObject qualityObject in qualityObjects)
{
qualityObject.SetActive(isActive);
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 922e341faf5784c41b3b0466e0468972

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@@ -68,6 +68,12 @@ namespace Ichni.RhythmGame
public override void Execute()
{
// 玩家关闭游戏内音乐特效时,不再覆盖 SettingsManager 已归零的 RTPC。
if (!SettingsManager.instance.settingsSaveData.enableInGameAudioEffects)
{
return;
}
// 在 10Hz无效果与 peak Hz最强截止之间基于曲线插值
float intensity = intensityCurve != null ? intensityCurve.Evaluate(effectProgressPercent) : 0f;
float currentFreq = Mathf.Lerp(MinFrequency, peak, intensity);

View File

@@ -66,6 +66,12 @@ namespace Ichni.RhythmGame
public override void Execute()
{
// 玩家关闭游戏内音乐特效时,不再覆盖 SettingsManager 已归零的 RTPC。
if (!SettingsManager.instance.settingsSaveData.enableInGameAudioEffects)
{
return;
}
// 在 22000Hz无效果与 bottom Hz最强截止之间基于曲线插值
float intensity = intensityCurve != null ? intensityCurve.Evaluate(effectProgressPercent) : 0f;
float currentFreq = Mathf.Lerp(MaxFrequency, bottom, intensity);

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@@ -87,7 +87,7 @@ namespace Ichni.RhythmGame
if (!GameManager.Instance.songPlayer.isUpdating || isFinalJudged) return true;
if (SettingsManager.instance.gameSettings.autoPlay && isFirstJudged) ExecuteProcessJudge();
if (SettingsManager.instance.settingsSaveData.autoPlay && isFirstJudged) ExecuteProcessJudge();
if (isHolding)
{
@@ -109,7 +109,7 @@ namespace Ichni.RhythmGame
UpdateHoldEffects();
if (SettingsManager.instance.gameSettings.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime)
if (SettingsManager.instance.settingsSaveData.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime)
{
ExecuteStartJudge(currentSongTime);
}
@@ -227,7 +227,7 @@ namespace Ichni.RhythmGame
protected override void SetJudgeArea()
{
if (!SettingsManager.instance.gameSettings.debugMode || NoteJudgeSubmodule == null) return;
if (!SettingsManager.instance.settingsSaveData.debugMode || NoteJudgeSubmodule == null) return;
if (isDuringJudging && !isFirstJudged)
{

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@@ -201,7 +201,7 @@ namespace Ichni.RhythmGame
}
// AutoPlay
if (SettingsManager.instance.gameSettings.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime)
if (SettingsManager.instance.settingsSaveData.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime)
{
ExecuteStartJudge(currentSongTime);
}
@@ -239,7 +239,7 @@ namespace Ichni.RhythmGame
protected virtual void SetJudgeArea()
{
if (!SettingsManager.instance.gameSettings.debugMode || NoteJudgeSubmodule?.judgeUnitList == null) return;
if (!SettingsManager.instance.settingsSaveData.debugMode || NoteJudgeSubmodule?.judgeUnitList == null) return;
if (isDuringJudging && !isFirstJudged)
{

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@@ -63,7 +63,7 @@ namespace Ichni.RhythmGame
if(trackRendererSubmodule != null)
{
trackRendererSubmodule.meshGenerator.autoUpdate = false;
trackRendererSubmodule.meshGenerator.autoUpdate = true;
}
}
#endregion
@@ -83,7 +83,7 @@ namespace Ichni.RhythmGame
}
#region [IScheduledElement] Scheduler Interface
public void ScheduledUpdate(UpdatePhase phase, float songTime)
public override void ScheduledUpdate(UpdatePhase phase, float songTime)
{
ManualUpdate(songTime);
}

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@@ -89,10 +89,10 @@ namespace Ichni.RhythmGame
return;
}
if (forceImmediateRebuild)
/*if (forceImmediateRebuild)
{
meshGenerator.RebuildImmediate();
}
}*/
}
public void RequestMeshRebuild()