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ichni_Creator_Studio/Assets/Scripts/Manager/EditorManager.cs

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using System;
using System.Collections;
using System.Collections.Generic;
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using Ichni.Editor;
using Ichni.RhythmGame;
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using SLSUtilities.General;
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using TMPro;
using UnityEngine;
namespace Ichni
{
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/// <summary>
/// 编辑器全局管理器。
/// 继承自 Singleton<EditorManager>,只持有编辑器基础设施引用:
/// 子管理器、音频播放器、UI、相机、设置、首选项等。
/// 游戏/谱面数据由 ProjectContainer 持有;
/// 此处的属性均为转发属性,保持所有外部调用点零改动。
/// </summary>
public class EditorManager : Singleton<EditorManager>
{
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#region [] Singleton Alias
/// <summary>小写别名,兼容现有调用点</summary>
public new static EditorManager instance => Instance;
#endregion
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#region [] Load State
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public bool isLoaded;
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#endregion
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#region [] Editor Infrastructure Managers
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public ProjectManager projectManager;
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public AudioManager audioManager;
public MusicPlayer musicPlayer;
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public EditorUIManager uiManager;
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public EditorSettings editorSettings;
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public OperationManager operationManager;
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public BackgroundController backgroundController;
public SimpleGridController gridController;
public CameraManager cameraManager;
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public NoteManager noteManager;
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public TrackManager trackManager;
public AnimationManager animationManager;
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public Canvas judgeHintCanvas;
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public Canvas inspectorCanvas;
public Timeline timeline;
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public PanelDrawer panelDrawer;
#endregion
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#region [] Editor Preferences Forwarding Properties
// 实际字段在 ProjectContainer 中定义,此处为转发属性以保持所有调用点不变
public NoteBase.NoteJudgeType currentJudgeType
{
get => ProjectContainer.instance.currentJudgeType;
set => ProjectContainer.instance.currentJudgeType = value;
}
public bool useClickSelect
{
get => ProjectContainer.instance.useClickSelect;
set => ProjectContainer.instance.useClickSelect = value;
}
public bool useNotePrefab
{
get => ProjectContainer.instance.useNotePrefab;
set => ProjectContainer.instance.useNotePrefab = value;
}
public bool ExpandWhileClick
{
get => ProjectContainer.instance.ExpandWhileClick;
set => ProjectContainer.instance.ExpandWhileClick = value;
}
public bool useQuickMove
{
get => ProjectContainer.instance.useQuickMove;
set => ProjectContainer.instance.useQuickMove = value;
}
#endregion
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#region [] Prefab Asset Collections
public BasePrefabsCollection basePrefabs;
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public Dictionary<string, CustomPrefabsCollection> customPrefabs;
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public NoteAudioCollection noteAudioCollection;
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#endregion
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#region [ProjectContainer ] ProjectContainer Forwarding Properties
// 以下属性保持与原 EditorManager 完全相同的访问路径,
// 内部转发至 ProjectContainer无需修改任何调用点。
public ProjectInformation projectInformation
{
get => ProjectContainer.instance.projectInformation;
set => ProjectContainer.instance.projectInformation = value;
}
public SongInformation songInformation
{
get => ProjectContainer.instance.songInformation;
set => ProjectContainer.instance.songInformation = value;
}
public BeatmapContainer beatmapContainer
{
get => ProjectContainer.instance.beatmapContainer;
set => ProjectContainer.instance.beatmapContainer = value;
}
public CommandScripts commandScripts
{
get => ProjectContainer.instance.commandScripts;
set => ProjectContainer.instance.commandScripts = value;
}
public VariablesContainer variablesContainer
{
get => ProjectContainer.instance.variablesContainer;
set => ProjectContainer.instance.variablesContainer = value;
}
public BackgroundSetter backgroundSetter
{
get => ProjectContainer.instance.backgroundSetter;
set => ProjectContainer.instance.backgroundSetter = value;
}
#endregion
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#region [] Lifecycle
protected override void Awake()
{
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base.Awake(); // Singleton<T>.Initialize(false)
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isLoaded = false;
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projectManager = new ProjectManager();
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operationManager = new OperationManager();
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// 注册时间提供者:让编辑器的所有时间相关逻辑通过 CoreServices.TimeProvider 访问,
// 不再直接依赖 EditorManager.instance.musicPlayer
CoreServices.TimeProvider = musicPlayer;
if (!ES3.FileExists(Application.streamingAssetsPath + "/EditorSettings.es3"))
{
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editorSettings = new EditorSettings(300, 3, 100, 100, 60);
EditorSettings.SaveSettings(editorSettings);
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Application.targetFrameRate = editorSettings.frameRate;
}
else
{
EditorSettings.LoadSettings(ref editorSettings);
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Application.targetFrameRate = editorSettings.frameRate;
}
}
private void Start()
{
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StartCoroutine(StartFrameRate());
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Debug.Log("EditorManager Start: Initializing UI and Loading Project...");
// ProjectContainer 自身作为根节点注册到层级视图
ProjectContainer.instance.elementName = "EditorManager";
ProjectContainer.instance.elementGuid = Guid.Empty;
uiManager.hierarchy.GenerateTab(ProjectContainer.instance, null);
ProjectContainer.instance.connectedTab.deleteButton.gameObject.SetActive(false);
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if (InformationTransistor.instance.isLoadedProject)
{
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LoadProject(InformationTransistor.instance.loadedProjectName);
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Debug.Log("Loaded");
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}
else
{
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projectManager.GenerateEmptyProject(
InformationTransistor.instance.projectInfo_BM,
InformationTransistor.instance.songInfo_BM);
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projectManager.saveManager.Save();
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musicPlayer.audioSource.clip = songInformation.song;
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Debug.Log("Generated");
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}
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StartCoroutine(beatmapContainer.AfterLoadSet());
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isLoaded = true;
songInformation.songTime = musicPlayer.audioSource.time - songInformation.offset;
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}
private void Update()
{
if (!isLoaded) return;
projectManager.autoSaveManager.UpdateAutoSave();
// 统一调度: Animation → Submodules → Track → Note
float songTime = CoreServices.TimeProvider.SongTime;
animationManager.ManualTick(songTime);
// 手动执行原本属于 UniRx 的每帧调度,消灭不可控的时序错乱
for (int i = 0; i < beatmapContainer.gameElementList.Count; i++)
{
var element = beatmapContainer.gameElementList[i];
if (element == null) continue;
if (element is IHaveTimeDurationSubmodule timeHost && !(element is NoteBase))
{
timeHost.timeDurationSubmodule?.UpdateTimeDuration(songTime);
}
if(element is IHaveDirtyMarkSubmodule dirtyHost)
{
dirtyHost.dirtyMarkSubmodule?.ExecuteDeferredRefresh();
}
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if (element.gameObject.activeSelf)
{
if (element is IHaveTransformSubmodule transformHost)
{
transformHost.UpdateTransform();
}
if (element is IHaveColorSubmodule colorHost)
{
colorHost.UpdateColor();
}
}
}
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trackManager.ManualTick(songTime);
noteManager.ManualTick(songTime);
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}
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#endregion
#region [FPS ] FPS Monitor
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public float CurrentFrameRate;
public TMP_Text FPStext;
public TMP_Text UIText;
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private IEnumerator StartFrameRate()
{
int frameCount = 0;
while (true)
{
CurrentFrameRate = 1f / Time.deltaTime;
if (frameCount == 2)
{
frameCount = 0;
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FPStext.text = string.Format("FPS: {0:N2}", CurrentFrameRate);
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}
frameCount++;
yield return null;
}
}
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#endregion
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#region [] Project Loading
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public void LoadProject(string projectName)
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{
if (!InformationTransistor.instance.isRecovery)
{
projectManager.loadManager.Load(projectName);
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Debug.Log("Loaded");
}
else
{
projectManager.loadManager.LoadExport(projectName);
}
musicPlayer.audioSource.clip = songInformation.song;
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beatmapContainer.gameElementList.ForEach(gameElement =>
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{
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gameElement.AfterInitialize();
gameElement.Refresh();
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});
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}
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#endregion
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#region [退] Application Quit
private bool isQuit = false;
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[Obsolete]
public void OnApplicationQuit()
{
if (isQuit) return;
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Application.CancelQuit(); // 退出拦截
GeneralSecondaryWindow QuitWindow =
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Instantiate(instance.basePrefabs.generalSecondaryWindow,
instance.uiManager.mainPage.mainCanvas.GetComponent<RectTransform>())
.GetComponent<GeneralSecondaryWindow>();
QuitWindow.Initialize("Do You Want To Save?");
var container = QuitWindow.GenerateContainer("Save confirm");
var beatmapToolsSettings = container.GenerateSubcontainer(3);
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QuitWindow.GenerateButton(beatmapToolsSettings, "Yes", () => SaveAndQuit());
QuitWindow.GenerateButton(beatmapToolsSettings, "No", () =>
{
isQuit = true;
Application.Quit();
});
}
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async void SaveAndQuit()
{
isQuit = true;
LogWindow.Log("Start Saving...", Color.yellow);
await projectManager.saveManager.SaveAllCoroutine();
Application.Quit();
}
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#endregion
}
}