Files
ichni_Official/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs
SoulliesOfficial 1bc9af280b 同步
2026-04-03 10:53:11 -04:00

223 lines
8.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Ichni.RhythmGame
{
public partial class ParticleEmitter : GameElement, IHaveParticles, IHaveTimeDurationSubmodule, IHaveTransformSubmodule, IHaveColorSubmodule
{
#region [] Essential Configs
public string themeBundleName;
public string materialName;
public bool prewarm;
public float playTime;
public float stopTime;
public ParticleSystemSimulationSpace simulationSpace;
public float density;
public float lifeTime;
public float speed;
public float radius;
public bool isAutoOrient;
public Vector3 particleRotation;
#endregion
#region [] Calculated & Cached States
private List<string> themeBundleList;
private List<string> materialNameList;
public bool haveBaseColor => true;
public bool haveEmissionColor => true;
#endregion
#region [] Submodules
public ParticleSystem particle { get; set; }
private IHaveParticles particlesContainer => this;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public TransformSubmodule transformSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
#endregion
#region [] Lifecycle & Factory
public static ParticleEmitter GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parentElement, string themeBundleName, string materialName,
bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace,
float density, float lifeTime, float speed, float radius,
bool isAutoOrient, Vector3 particleRotation)
{
ParticleEmitter particleEmitter = Instantiate(GameManager.Instance.basePrefabs.particleEmitter, parentElement.transform)
.GetComponent<ParticleEmitter>();
particleEmitter.particle = particleEmitter.GetComponent<ParticleSystem>();
particleEmitter.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
particleEmitter.playTime = playTime;
particleEmitter.stopTime = stopTime;
particleEmitter.themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
particleEmitter.materialNameList = new List<string>();
particleEmitter.themeBundleName = themeBundleName;
particleEmitter.materialName = materialName;
particleEmitter.particlesContainer.SetParticleMaterial(themeBundleName, materialName);
particleEmitter.SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation, false);
return particleEmitter;
}
public void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace,
float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation, bool mark)
{
//这个Mark没有任何作用只是为了让解释器把interface中的函数和这个函数区分开。否则会Stackoverflow。
this.prewarm = prewarm;
this.simulationSpace = simulationSpace;
this.density = density;
this.lifeTime = lifeTime;
this.speed = speed;
this.radius = radius;
this.isAutoOrient = isAutoOrient;
this.particleRotation = particleRotation;
(this as IHaveParticles).SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation);
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
transformSubmodule = new TransformSubmodule(this);
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
}
#endregion
}
#region [] Main Update & Behavior Overrides
public partial class ParticleEmitter
{
private void Update()
{
float songTime = CoreServices.TimeProvider.SongTime;
if (playTime > songTime || stopTime < songTime)
{
particle.Stop();
}
else
{
if (!particle.isPlaying)
{
particle.Play();
}
}
}
public override void Refresh()
{
base.Refresh();
ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
if (colorSubmodule.emissionEnabled)
{
particleSystemRenderer.material.SetFloat("_EnableEmission", 1);
particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
}
else
{
particleSystemRenderer.material.SetFloat("_EnableEmission", 0);
}
}
}
#endregion
#region [] Interface
public interface IHaveParticles
{
public ParticleSystem particle { get; set; }
public virtual void SetParticleMaterial(string themeBundleName, string materialName)
{
Material material = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, materialName);
if (material == null)
{
material = ThemeBundleManager.instance.GetObject<Material>("basic", "Basic_Track_Default");
}
Renderer particleRenderer = particle.GetComponent<Renderer>();
particleRenderer.material = Object.Instantiate(material);
particleRenderer.InitializeShader();
}
public virtual void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace, float density, float lifeTime,
float speed, float radius, bool isAutoOrient, Vector3 particleRotation)
{
SetPrewarm(prewarm);
SetSimulationSpace(simulationSpace);
SetDensity(density);
SetLifeTime(lifeTime);
SetSpeed(speed);
SetRadius(radius);
SetAlignment(isAutoOrient, particleRotation);
}
public void SetPrewarm(bool prewarm)
{
var mainModule = particle.main;
mainModule.prewarm = prewarm;
mainModule.maxParticles = 500;
}
public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace)
{
var mainModule = particle.main;
mainModule.simulationSpace = simulationSpace;
}
public void SetDensity(float density)
{
var emission = particle.emission;
emission.rateOverTime = density;
}
public void SetLifeTime(float lifeTime)
{
var mainModule = particle.main;
mainModule.startLifetime = lifeTime;
}
public void SetSpeed(float speed)
{
var mainModule = particle.main;
mainModule.startSpeed = speed;
}
public void SetRadius(float radius)
{
var shapeModule = particle.shape;
shapeModule.radius = radius;
}
public void SetAlignment(bool isAutoOrient, Vector3 particleRotation = default)
{
ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
var mainModule = particle.main;
if (isAutoOrient)
{
particleSystemRenderer.alignment = ParticleSystemRenderSpace.View;
mainModule.startRotation3D = false; // 禁用3D旋转
}
else
{
particleSystemRenderer.alignment = ParticleSystemRenderSpace.Local;
mainModule.startRotation3D = true; // 启用3D旋转
SetParticleRotation(particleRotation);
}
}
public void SetParticleRotation(Vector3 particleRotation)
{
Vector3 vector3Rotation = particleRotation * Mathf.Deg2Rad;
var mainModule = particle.main;
mainModule.startRotationX = vector3Rotation.x;
mainModule.startRotationY = vector3Rotation.y;
mainModule.startRotationZ = vector3Rotation.z;
}
}
#endregion
}