107 lines
3.7 KiB
C#
107 lines
3.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class Flick : NoteBase
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{
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public static readonly NoteJudgeIntervals judgeIntervals = new NoteJudgeIntervals(
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new TimeInterval(-0.15f, -0.25f), new TimeInterval(-0.25f, -0.25f),
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new TimeInterval(-0.25f, -0.25f), new TimeInterval(-0.25f, 0.15f),
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new TimeInterval(0.15f, 0.25f), new TimeInterval(0.25f, 0.25f), 0.25f);
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public List<Vector2> availableFlickDirections;
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public float flickBufferAngle = 60f;
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public static Flick GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime, List<Vector2> directions)
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{
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Flick flick = Instantiate(GameManager.instance.basePrefabs.flickNote, parentElement.transform).GetComponent<Flick>();
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flick.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
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flick.exactJudgeTime = exactJudgeTime;
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flick.availableFlickDirections = directions;
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if (parentElement.TryGetComponent(out Track track))
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{
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if (track.trackTimeSubmodule != null)
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{
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flick.track = track;
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flick.trackPositioner = flick.AddComponent<SplinePositioner>();
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flick.trackPositioner.spline = track.trackPathSubmodule.path;
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flick.isOnTrack = true;
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flick.UpdateNoteInTrack();
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}
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else
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{
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throw new System.Exception("如果Note要生成在Track上,Track必须有TrackTimeSubmodule组件。");
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}
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}
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else
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{
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flick.track = null;
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flick.isOnTrack = false;
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}
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return flick;
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}
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public void SetFirstJudge(Vector3 deltaPosition)
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{
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}
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}
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public partial class Flick
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{
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public override void SetDefaultSubmodules()
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{
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base.SetDefaultSubmodules();
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noteAudioSubmodule = new NoteAudioSubmodule(this, "DefaultStay");
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}
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public override void SaveBM()
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{
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matchedBM = new Flick_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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exactJudgeTime, availableFlickDirections);
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}
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}
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namespace Beatmap
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{
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public class Flick_BM : NoteBase_BM
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{
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public List<Vector2> availableFlickDirections;
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public Flick_BM()
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{
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}
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public Flick_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
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float exactJudgeTime,
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List<Vector2> directions) : base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
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{
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availableFlickDirections = directions;
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}
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public override void ExecuteBM()
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{
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matchedElement = Flick.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid), exactJudgeTime, availableFlickDirections);
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return Flick.GenerateElement(elementName, Guid.NewGuid(), tags, false, parent,
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exactJudgeTime, availableFlickDirections);
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}
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}
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}
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} |