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