Files
ichni_Creator_Studio/Assets/Prefabs/Sample Assiant Window/SampleWindow.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
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using Dreamteck.Splines;
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using Ichni;
using Ichni.Editor;
using Ichni.RhythmGame;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
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public class SampleWindow : MovableWindow//该window高度为300横的要在100和500之间切换
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{
public static List<SampleWindow> instances = new List<SampleWindow>();
public TMP_InputField DeviverInputField;
public TMP_InputField verticalInputField;
public TMP_InputField horizontalInputField;
public RectTransform LineMovepoint;
public RectTransform NoteMovepoint;
public List<NoteBase> noteBases;
public bool isFocus = false;
public bool isExpand = false;
public int beatDeviver = 100;
public int Xdevide = 1;
public float realDevider;
public GameObject beatLinePrefabv;
public GameObject beatLinePrefabh;
public GameObject NotePrefab;
public RectTransform secBeatLineh;//用于定位屏幕位置
float songTime => EditorManager.instance.songInformation.songTime;
float songBeat => EditorManager.instance.songInformation.songBeat;
float beatmapStartTime => -EditorManager.instance.songInformation.delay;
float timePerBeat => 60f / EditorManager.instance.songInformation.bpm;
public GameElement gameElement;
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public SplinePositioner trackPositioner = null;
public GameObject trackHead;
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public void Initialize(GameElement qgameElement, string title)
{
closeButton.onClick.AddListener(() =>
{
instances.Remove(this);
});
if (instances.Where(i => i.gameElement == qgameElement).Count() != 0)
{
Destroy(this.gameObject);
foreach (SampleWindow i in instances)
{
i.StartCoroutine(WindowAnim.Shake(instances.Where(i => i.gameElement == qgameElement).First().windowRect.gameObject));
}
return;
}
this.gameElement = qgameElement;
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if (qgameElement is Track track)
{
trackPositioner = this.gameObject.AddComponent<SplinePositioner>();
trackPositioner.spline = track.trackPathSubmodule.path;
trackPositioner.enabled = isFocus;
trackPositioner.targetObject = trackHead;
}
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InitializeWindow(title);
//
SpawnBeatline();
OnceSpawnNote();
instances.Add(this);
}
public void SpawnBeatline()//添加优化措施
{
for (int i = LineMovepoint.childCount - 1; i >= 0; i--)
{
Destroy(LineMovepoint.GetChild(i).gameObject);
}
for (int i = 0; i < (int)EditorManager.instance.songInformation.song.length / timePerBeat; i++)
{
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for (int j = 1; j < Xdevide; j++)
{
GameObject v = Instantiate(beatLinePrefabh, LineMovepoint);
v.transform.localPosition = new Vector3(0, i * beatDeviver + (beatDeviver / Xdevide * j), 0);
RawImage g = v.GetComponent<RawImage>();
g.color = new Color(g.color.r, g.color.g, g.color.b, 0.2f);
if (v.transform.localPosition.y > 600)
{
Destroy(v);
break;
}
}
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GameObject u = Instantiate(beatLinePrefabh, LineMovepoint);
u.transform.localPosition = new Vector3(0, i * beatDeviver, 0);
if (i == 1)
{
secBeatLineh = u.GetComponent<RectTransform>();
realDevider = secBeatLineh.position.y - LineMovepoint.position.y;
Debug.Log(realDevider);
}
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if (u.transform.localPosition.y > 600)
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{
Destroy(u);
break;
}
}
}
public void OnceSpawnNote()
{
if (gameElement is Track track) noteBases = track.GetAllNotes();
else if (gameElement is ElementFolder elementFolder) noteBases = elementFolder.GetAllNotes();
for (int i = NoteMovepoint.childCount - 1; i >= 0; i--)
{
Destroy(NoteMovepoint.GetChild(i).gameObject);
}
foreach (var i in noteBases)
{
SpawnNote(i);
}
}
private void SpawnNote(NoteBase i)
{
GameObject u = Instantiate(NotePrefab, NoteMovepoint);
u.transform.localPosition = new Vector3(0, i.exactJudgeTime / timePerBeat * beatDeviver, 0);
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Image color = u.GetComponent<Image>();
u.GetComponent<NotefabContoler>().noteBase = i;
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switch (i)
{
case Hold hold:
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color.color = new Color(0, 1, 0, 1);
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RawImage a = u.GetComponent<RawImage>();
a.transform.localPosition = new Vector3(0, (hold.holdEndTime - hold.exactJudgeTime) / timePerBeat * beatDeviver / 2, 0);
a.GetComponent<RectTransform>().sizeDelta = new Vector2(0, (hold.holdEndTime - hold.exactJudgeTime) / timePerBeat * beatDeviver);
break;
case Tap:
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color.color = new Color(0, 1, 1, 1);
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break;
case Stay:
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color.color = new Color(1, 1, 0, 1);
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break;
case Flick:
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color.color = new Color(1, 0.2f, 0, 1);
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break;
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}//服了之后整合到controler里头去
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}
void Update()
{
LineMovepoint.localPosition = new(0, -beatDeviver * (songBeat - (int)songBeat), 0);
NoteMovepoint.localPosition = new(0, -beatDeviver * songBeat, 0);
if (isFocus && gameElement is Track track)
{
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if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable trackTimeSubmoduleMovable)
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{
trackPositioner.SetPercent(track.trackTimeSubmodule.headPercent);
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windowRect.GetComponent<CanvasGroup>().alpha = (songTime >= trackTimeSubmoduleMovable.trackStartTime && songTime <= trackTimeSubmoduleMovable.trackEndTime) ? 1f : 0.2f;
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}
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else if (track.trackTimeSubmodule is TrackTimeSubmoduleStatic)
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{
trackPositioner.SetPercent(0f);
}
TransformChanged();
windowRect.GetComponent<CanvasGroup>().alpha = track.timeDurationSubmodule.CheckTimeInDuration(songTime) ? 1f : 0.2f;
}
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}
void TransformChanged()
{
RectTransform canvasRect = EditorManager.instance.inspectorCanvas.GetComponent<RectTransform>();
Vector2 ScreenPosition = EditorManager.instance.cameraManager.currentCamera.WorldToScreenPoint(trackHead.transform.position);
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, ScreenPosition, null, out Vector2 uiPosition))
{
windowRect.anchoredPosition = new Vector2(uiPosition.x, uiPosition.y + 150f);
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}
}
public void ChangeFocus()
{
isFocus = !isFocus;
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if (trackPositioner != null) trackPositioner.enabled = isFocus;
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}
public void ChangeXdevide(string devide)
{
Xdevide = int.Parse(devide);
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SpawnBeatline();
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}
public void ChangeBeatdevide(string devide)
{
beatDeviver = int.Parse(devide);
SpawnBeatline();
OnceSpawnNote();
}
public void ChangeExpand()
{
if (isExpand)
{
isExpand = false;
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windowRect.sizeDelta = new Vector2(100, windowRect.sizeDelta.y);
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}
else
{
isExpand = true;
windowRect.sizeDelta = new Vector2(500, windowRect.sizeDelta.y);
}
}
public void AddNote()
{
// 获取鼠标在 NoteMovepoint 中的相对位置
Vector2 localMousePosition = NoteMovepoint.InverseTransformPoint(Mouse.current.position.ReadValue());
Debug.Log(localMousePosition);
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float mouseBeat = localMousePosition.y / beatDeviver;
float far = 0f;
while (far < mouseBeat)
{
far += 1f / Xdevide;
}
far -= 1f / Xdevide;
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float time = far * timePerBeat;
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if (!isExpand)//movable
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{
Tap a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, gameElement, time);
noteBases.Add(a);
SpawnNote(a);
}
}
}