Files
ichni_Official/Assets/Scripts/Manager/BasePrefabsCollection.cs
SoulliesOfficial d4fcca7740 update
2025-09-05 10:14:45 -04:00

72 lines
2.3 KiB
C#

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