using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
{
///
/// 自定义 2D 形状环境物体,支持从 AssetBundle 动态加载 Sprite,
/// 并通过 ColorSubmodule 同步颜色。接入了 DirtyMark 集中刷新机制。
///
public class Custom2DShape : EnvironmentObject
{
#region [暴露属性字段] Exposed Fields
public string spriteThemeBundleName;
public string spriteName = "None";
public SpriteRenderer spriteRenderer;
#endregion
#region [生命周期与工厂] Lifecycle & Factory
public static Custom2DShape GenerateElement(string elementName, Guid id, List tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic, string spriteThemeBundleName, string spriteName)
{
// 通过 EnvironmentObject.GenerateElement 创建 GameObject 并获取组件
Custom2DShape obj = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent();
obj.spriteThemeBundleName = spriteThemeBundleName;
obj.spriteName = spriteName;
return obj;
}
public override void AfterInitialize()
{
UpdateSprite();
Refresh();
}
// 响应由 PropertyAnimation 触发的延迟刷新
public override void OnDirtyRefresh(Dictionary flags)
{
Refresh();
}
#endregion
#region [效果核心逻辑] Core Effect Logic
///
/// 从当前 ThemeBundle 获取 Sprite 资源
///
public void UpdateSprite()
{
if (spriteRenderer != null && !string.IsNullOrEmpty(spriteName) && spriteName != "None")
{
// 通过 ThemeBundleManager 获取 Sprite
Sprite sp = ThemeBundleManager.instance.GetObject(spriteThemeBundleName, spriteName);
if (sp == null)
{
// 如果没有找到 Sprite,则从 Texture2D 列表中获取并动态创建 Sprite
Texture2D tex = ThemeBundleManager.instance.GetObject(spriteThemeBundleName, spriteName);
if (tex != null)
{
sp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
}
}
if (sp != null)
{
spriteRenderer.sprite = sp;
}
else
{
Debug.LogWarning($"[Custom2DShape] 无法在包 '{spriteThemeBundleName}' 中找到 Sprite/Texture: {spriteName}");
}
}
}
public override void Refresh()
{
// 同步 ColorSubmodule 的颜色状态
base.Refresh();
if (spriteRenderer != null)
{
spriteRenderer.color = colorSubmodule.currentBaseColor;
if (colorSubmodule.emissionEnabled)
{
// 如果启用了发光,尝试设置发光颜色(需要对应的 Shader 支持)
spriteRenderer.material.SetFloat("_EnableEmission", 1);
spriteRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
}
}
}
#endregion
#region [继承接口实现] Inherited Logic overrides
// 如果有特定的子物体需要刷新逻辑,可在此重载
#endregion
}
namespace Beatmap
{
[System.Serializable]
public class Custom2DShape_BM : EnvironmentObject_BM
{
public string spriteThemeBundleName;
public string spriteName = "None";
public Custom2DShape_BM() { }
public Custom2DShape_BM(string elementName, Guid elementGuid, List tags, GameElement_BM parentElement,
string themeBundleName, string objectName, bool isStatic, string spriteThemeBundleName, string spriteName)
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
{
this.spriteThemeBundleName = spriteThemeBundleName;
this.spriteName = spriteName;
}
public override void ExecuteBM()
{
matchedElement = Custom2DShape.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, spriteThemeBundleName, spriteName);
}
}
}
}