using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Ichni.RhythmGame.Beatmap; using UnityEngine; namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse { public partial class DTMNoteVisual : NoteVisualBase { #region [材质字段与属性] Material Fields public List> normalMaterialList; public List> highlightMaterialList; #endregion #region [生命周期与工厂] Lifecycle & Factory public new static DTMNoteVisual GenerateElement(string elementName, Guid id, List tags, bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isHighlighted) { DTMNoteVisual noteVisual = NoteVisualBase.GenerateElement(elementName, id, tags, isFirstGenerated, themeBundleName, objectName, parentElement, isHighlighted).GetComponent(); return noteVisual; } public override void FirstSetUpObject(bool isFirstGenerated) { NoteBase note = parentElement as NoteBase; if (note == null) throw new System.Exception("NoteVisual只能生成在Note下。"); this.note = note; note.noteVisual = this; if (note is Flick flick) { flick.availableFlickDirections = new List() { Vector2.left, Vector2.right }; } } public override void AfterInitialize() { base.AfterInitialize(); Recover(); } #endregion #region [视觉控制与恢复] Visual Controls & Recovery public override void Recover() { foreach (GameObject part in notePartList) { Renderer rend = part.GetComponent(); if (rend != null) { rend.material.SetFloat("_MainAlpha", 1f); } } foreach (EffectBase effect in effectSubmodule.effectCollection["Generate"]) { effect.Recover(); } } } public partial class DTMNoteVisual { public override void SetHighlight() { //List partRendererList = notePartList.Select(part => part.GetComponent()).ToList(); //partRendererList.ForEach(rend => Destroy(rend.material)); if (note is Tap or Hold) { extraPartList[0].gameObject.SetActive(isHighlighted); } /*if (!isHighlighted) { for (int i = 0; i < partRendererList.Count; i++) { for (int j = 0; j < partRendererList[i].materials.Length; j++) { partRendererList[i].materials[j] = normalMaterialList[i][j]; } } } else { for (int i = 0; i < partRendererList.Count; i++) { for (int j = 0; j < partRendererList[i].materials.Length; j++) { partRendererList[i].materials[j] = highlightMaterialList[i][j]; } } }*/ } #endregion } }