This commit is contained in:
SoulliesOfficial
2025-07-21 05:42:20 -04:00
parent e483cfe502
commit bae0bfbc20
533 changed files with 172709 additions and 125965 deletions

View File

@@ -1,5 +1,9 @@
using System;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using UniRx;
using UniRx.Triggers;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -20,6 +24,8 @@ namespace Ichni.RhythmGame
public bool baseColorDirtyMark;
public bool emissionColorDirtyMark;
public IDisposable observer;
public Color GetCurrentEmissionColor()
{
@@ -50,27 +56,6 @@ namespace Ichni.RhythmGame
}
}
public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor) : base(attachedGameElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = false;
this.originalEmissionColor = Color.black;
this.originalEmissionIntensity = 0;
this.currentBaseColor = originalBaseColor;
this.currentEmissionColor = Color.black;
this.currentEmissionIntensity = 0;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
if (!HaveSameSubmodule)
{
(attachedGameElement as IHaveColorSubmodule).colorSubmodule = this;
(attachedGameElement as IHaveColorSubmodule).SetColorObserver();
}
}
public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor, bool emissionEnabled,
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedGameElement)
{
@@ -106,6 +91,17 @@ namespace Ichni.RhythmGame
baseColorDirtyMark = true;
emissionColorDirtyMark = true;
}
private bool HaveAnimation() => attachedGameElement.childElementList
.Any(element => element is BaseColorChange or EmissionColorChange);
public override void CheckAndRemoveObservers()
{
if (!HaveAnimation())
{
observer?.Dispose();
}
}
}
public interface IHaveColorSubmodule
@@ -115,36 +111,38 @@ namespace Ichni.RhythmGame
public void SetColorObserver()
{
GameElement attachedGameElement = colorSubmodule.attachedGameElement;
colorSubmodule.observer = Observable.EveryUpdate()
.Subscribe(_ => UpdateColor())
.AddTo(colorSubmodule.attachedGameElement);
}
Observable.EveryUpdate().Subscribe(_ =>
public void UpdateColor()
{
if (!GameManager.instance.audioManager.isUpdating)
{
if (!GameManager.instance.audioManager.isUpdating || colorSubmodule == null)
{
return;
}
return;
}
bool willRefresh = false;
bool willRefresh = false;
if (colorSubmodule.baseColorDirtyMark)
{
//在动画物体中改变currentColor
colorSubmodule.baseColorDirtyMark = false;
willRefresh = true;
}
if (colorSubmodule.baseColorDirtyMark)
{
//在动画物体中改变currentColor
colorSubmodule.baseColorDirtyMark = false;
willRefresh = true;
}
if (colorSubmodule.emissionColorDirtyMark)
{
//在动画物体中改变currentColor
colorSubmodule.emissionColorDirtyMark = false;
willRefresh = true;
}
if (colorSubmodule.emissionColorDirtyMark)
{
//在动画物体中改变currentColor
colorSubmodule.emissionColorDirtyMark = false;
willRefresh = true;
}
if (willRefresh)
{
attachedGameElement.Refresh();
}
}).AddTo(attachedGameElement);
if (willRefresh)
{
colorSubmodule.attachedGameElement.Refresh();
}
}
}

View File

@@ -27,6 +27,7 @@ namespace Ichni.RhythmGame
{
effectCollection.Add("Generate", new List<EffectBase>());
effectCollection.Add("GeneralJudge", new List<EffectBase>());
effectCollection.Add("StartHold", new List<EffectBase>()); //仅用于Hold
effectCollection.Add("Holding", new List<EffectBase>()); //仅用于Hold
effectCollection.Add("Perfect", new List<EffectBase>());
effectCollection.Add("Good", new List<EffectBase>());

View File

@@ -50,6 +50,11 @@ namespace Ichni.RhythmGame
{
}
public virtual void CheckAndRemoveObservers()
{
}
}
namespace Beatmap

View File

@@ -1,9 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame.Beatmap;
using UniRx;
using UniRx.Triggers;
using Unity.VisualScripting;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Ichni.RhythmGame
{
@@ -13,19 +17,21 @@ namespace Ichni.RhythmGame
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public List<Vector3> positionOffset;
public List<Vector3> eulerAnglesOffset;
public List<Vector3> scaleOffset;
public Vector3 positionOffset;
public Vector3 eulerAnglesOffset;
public Vector3 scaleOffset;
public Vector3 currentPosition;
public Vector3 currentEulerAngles;
public Vector3 currentScale;
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public bool eulerAnglesOffsetLock;
public IDisposable observer;
public TransformSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
{
@@ -33,14 +39,14 @@ namespace Ichni.RhythmGame
this.originalEulerAngles = Vector3.zero;
this.originalScale = Vector3.one;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
positionOffset = Vector3.zero;
eulerAnglesOffset = Vector3.zero;
scaleOffset = Vector3.zero;
currentPosition = Vector3.zero;
currentEulerAngles = Vector3.zero;
currentScale = Vector3.one;
positionDirtyMark = true;
eulerAnglesDirtyMark = true;
scaleDirtyMark = true;
@@ -61,14 +67,14 @@ namespace Ichni.RhythmGame
this.originalEulerAngles = originalEulerAngles;
this.originalScale = originalScale;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
positionOffset = Vector3.zero;
eulerAnglesOffset = Vector3.zero;
scaleOffset = Vector3.zero;
currentPosition = originalPosition;
currentEulerAngles = originalEulerAngles;
currentScale = originalScale;
positionDirtyMark = true;
eulerAnglesDirtyMark = true;
scaleDirtyMark = true;
@@ -97,6 +103,17 @@ namespace Ichni.RhythmGame
eulerAnglesDirtyMark = true;
scaleDirtyMark = true;
}
private bool HaveAnimation() => attachedGameElement.childElementList
.Any(element => element is Displacement or Swirl or Scale or LookAt);
public override void CheckAndRemoveObservers()
{
if (!HaveAnimation())
{
observer?.Dispose();
}
}
}
public interface IHaveTransformSubmodule
@@ -109,69 +126,74 @@ namespace Ichni.RhythmGame
/// </summary>
public void SetTransformObserver()
{
GameElement attachedGameElement = transformSubmodule.attachedGameElement;
transformSubmodule.observer = Observable.EveryUpdate()
.Subscribe(_ => UpdateTransform())
.AddTo(transformSubmodule.attachedGameElement);
}
Observable.EveryUpdate().Subscribe(_ =>
public void UpdateTransform()
{
if (!GameManager.instance.audioManager.isUpdating)
{
if (!GameManager.instance.audioManager.isUpdating || transformSubmodule == null)
{
return;
}
return;
}
GameElement attachedGameElement = transformSubmodule.attachedGameElement;
bool willRefresh = false;
if (transformSubmodule.scaleDirtyMark)
{
transformSubmodule.currentScale = transformSubmodule.originalScale + transformSubmodule.scaleOffset;
attachedGameElement.transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
willRefresh = true;
transformSubmodule.scaleOffset = Vector3.zero;
}
if (!transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
{
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
willRefresh = true;
transformSubmodule.eulerAnglesOffset = Vector3.zero;
}
if (transformSubmodule.positionDirtyMark)
{
transformSubmodule.currentPosition = transformSubmodule.originalPosition + transformSubmodule.positionOffset;
attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
willRefresh = true;
transformSubmodule.positionOffset = Vector3.zero;
}
bool willRefresh = false;
if(willRefresh)
{
attachedGameElement.Refresh();
}
}
public void UpdateLookAt(LookAt lookAt) // 处理LookAt
{
Transform target = lookAt.lookAtObject.transform;
Transform self = transformSubmodule.attachedGameElement.transform;
if (transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 lookingDirection = (target.position - self.position).normalized;
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
attachedGameElement.transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
willRefresh = true;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
willRefresh = true;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
willRefresh = true;
}
transformSubmodule.eulerAnglesOffset += eulerAnglesOffset;
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
if(willRefresh)
{
attachedGameElement.Refresh();
}
self.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(attachedGameElement);
transformSubmodule.eulerAnglesDirtyMark = false;
transformSubmodule.eulerAnglesOffsetLock = false;
transformSubmodule.eulerAnglesOffset = Vector3.zero;
}
}
}
@@ -200,7 +222,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
if(attachedElement == null)Debug.Log(attachedElementGuid);
//if(attachedElement == null)Debug.Log(attachedElementGuid);
(attachedElement as IHaveTransformSubmodule).transformSubmodule = new TransformSubmodule(attachedElement, originalPosition, originalEulerAngles, originalScale);
}