72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Event = AK.Wwise.Event;
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[CreateAssetMenu(fileName = "BasePrefabsCollection", menuName = "Ichni/BasePrefabsCollection", order = 0)]
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public partial class BasePrefabsCollection : SerializedScriptableObject
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{
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[Title("基础预制体")] public GameObject emptyObject;
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public GameObject elementFolder;
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public GameObject gameCamera;
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[Title("Track相关")] public GameObject track;
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public GameObject trackDisplay;
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public GameObject pathNode;
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public Material defaultTrackMaterial;
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public GameObject particleTracker;
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[Title("Trail相关")] public GameObject trail;
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public Material defaultTrailMaterial;
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[Title("Note 相关")] public GameObject tapNote;
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public GameObject stayNote;
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public GameObject holdNote;
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public GameObject flickNote;
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[Title("Note 判定UI")] public GameObject fullscreenNearTimeHint;
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public GameObject areaHint;
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public GameObject triggerHint;
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[Title("Effect相关")] public Material defaultParticleMaterial;
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public GameObject particleEmitter;
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public GameObject bloomEffect;
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public GameObject cameraShakeEffect;
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public GameObject cameraZoomEffect;
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public GameObject chromaticAberrationEffect;
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public GameObject vignetteEffect;
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public GameObject lowPassFilterEffect;
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public GameObject highPassFilterEffect;
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[Title("Background相关")] public Sprite defaultBackground;
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public Material defaultSkyboxMaterial;
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[Title("音频相关")] public GameObject audioEventObject;
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public Dictionary<string, Event> noteSounds;
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[Title("字体")] public Dictionary<string, TMP_FontAsset> fonts;
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[Title("Debug")] public GameObject judgeRankHint;
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public GameObject tapInputMark;
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public GameObject touchInputMark;
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public GameObject directionalSwipeInputMark;
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public GameObject genericSwipeInputMark;
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public GameObject inputEndMark;
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public GameObject inputCanceledMark;
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}
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public partial class BasePrefabsCollection
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{
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public void PrepareAudios()
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{
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foreach (KeyValuePair<string, Event> sound in noteSounds)
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{
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AkSoundEngine.PrepareEvent(AkPreparationType.Preparation_Load, new uint[] { sound.Value.PlayingId }, 1);
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}
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}
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} |