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

@@ -20,14 +20,19 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public Vector2 uvScale;
public Vector2 uvOffset;
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite) : base(track)
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
Vector2 uvScale, Vector2 uvOffset) : base(track)
{
this.enableEmission = enableEmission;
this.emissionIntensity = emissionIntensity;
this.materialThemeBundleName = String.Empty;
this.materialName = String.Empty;
this.zWrite = zWrite;
this.uvScale = uvScale;
this.uvOffset = uvOffset;
if (!HaveSameSubmodule)
{
@@ -45,6 +50,8 @@ namespace Ichni.RhythmGame
renderMaterial = mat;
meshRenderer.material = renderMaterial;
}
meshRenderer.InitializeShader();
}
public override void Refresh()
@@ -52,6 +59,7 @@ namespace Ichni.RhythmGame
SetEnableZWrite();
SetEnableEmission();
SetEmissionIntensity();
SetUV();
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
{
@@ -86,6 +94,12 @@ namespace Ichni.RhythmGame
{
meshRenderer.material.SetColor("_EmissionColor", Color.white * Mathf.Pow(2, emissionIntensity));
}
protected void SetUV()
{
meshGenerator.uvScale = uvScale;
meshGenerator.uvOffset = uvOffset;
}
}
#region AutoOrient
@@ -94,8 +108,9 @@ namespace Ichni.RhythmGame
{
public SplineRenderer splineRenderer;
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity,
bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.splineRenderer = track.AddComponent<SplineRenderer>();
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
@@ -108,6 +123,7 @@ namespace Ichni.RhythmGame
this.meshRenderer.material = renderMaterial;
this.splineRenderer.color = Color.white;
this.splineRenderer.uvRotation = 90;
this.splineRenderer.uvMode = MeshGenerator.UVMode.UniformClip;
}
public override void SaveBM()
@@ -125,7 +141,8 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmoduleAutoOrient_BM()
{
@@ -144,7 +161,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -154,7 +171,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -171,8 +188,9 @@ namespace Ichni.RhythmGame
{
public PathGenerator pathGenerator;
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity,
bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.pathGenerator = track.AddComponent<PathGenerator>();
this.meshRenderer = pathGenerator.GetComponent<MeshRenderer>();
@@ -185,6 +203,7 @@ namespace Ichni.RhythmGame
this.meshRenderer.material = renderMaterial;
this.pathGenerator.color = Color.white;
this.pathGenerator.uvRotation = 90;
this.pathGenerator.uvMode = MeshGenerator.UVMode.UniformClip;
}
public override void SaveBM()
@@ -202,7 +221,8 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmodulePathGenerator_BM()
{
@@ -221,7 +241,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -231,7 +251,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -249,9 +269,9 @@ namespace Ichni.RhythmGame
public TubeGenerator tubeGenerator;
public int sideCount;
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
int sideCount, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity,
bool zWrite, int sideCount, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.sideCount = sideCount;
@@ -267,6 +287,7 @@ namespace Ichni.RhythmGame
this.tubeGenerator.color = Color.white;
this.tubeGenerator.uvRotation = 90;
this.tubeGenerator.sides = sideCount;
this.tubeGenerator.uvMode = MeshGenerator.UVMode.UniformClip;
}
public override void SaveBM()
@@ -285,7 +306,8 @@ namespace Ichni.RhythmGame
public float emissionIntensity;
public bool zWrite;
public int sideCount;
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmoduleTubeGenerator_BM()
{
@@ -305,7 +327,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -315,7 +337,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -332,8 +354,9 @@ namespace Ichni.RhythmGame
{
public SurfaceGenerator surface;
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite)
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity,
bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) :
base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset)
{
this.surface = track.AddComponent<SurfaceGenerator>();
this.meshRenderer = surface.GetComponent<MeshRenderer>();
@@ -346,6 +369,7 @@ namespace Ichni.RhythmGame
this.meshRenderer.material = renderMaterial;
this.surface.color = Color.white;
this.surface.uvRotation = 90;
this.surface.uvMode = MeshGenerator.UVMode.UniformClip;
}
public override void SaveBM()
@@ -363,7 +387,9 @@ namespace Ichni.RhythmGame
public bool enableEmission;
public float emissionIntensity;
public bool zWrite;
public Vector2 uvScale = Vector2.one;
public Vector2 uvOffset = Vector2.zero;
public TrackRendererSubmoduleSurface_BM()
{
@@ -382,7 +408,7 @@ namespace Ichni.RhythmGame
{
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
Track track = attachedElement as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
@@ -392,7 +418,7 @@ namespace Ichni.RhythmGame
public override void DuplicateBM(GameElement attached)
{
Track track = attached as Track;
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset);
if (materialName.Trim() != String.Empty)
{
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);