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ichni_Creator_Studio/Assets/Scripts/Base/BaseElement.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UniRx;
using UnityEngine;
namespace Ichni.RhythmGame
{
[System.Serializable]
public abstract partial class BaseElement : SerializedMonoBehaviour
{
//物体名
public string elementName;
//序列号
public int serialNumber;
//标识 GUID
public Guid elementGuid;
//存档
//public BaseElement_BM matchedBM;
//父游戏物体
public BaseElement parentElement;
//子物体列表
public List<BaseElement> childElementList = new List<BaseElement>();
//次级模块
public TimeDurationSubmodule timeDurationSubmodule;
public TransformSubmodule transformSubmodule;
public ColorSubmodule colorSubmodule;
/// <summary>
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void NewInitialize(string name)
{
this.elementName = name;
this.elementGuid = Guid.NewGuid();
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
SetTransformObserver();
}
/// <summary>
/// 在所有物体生成完毕后,执行的初始化方法
/// </summary>
public virtual void AfterInitialize()
{
}
/// <summary>
/// 刷新物体的状态
/// </summary>
public virtual void Refresh()
{
}
/// <summary>
/// 设置父物体
/// </summary>
/// <param name="parentElement">父物体</param>
public void SetParent(BaseElement parentElement)
{
if (parentElement != null)
{
parentElement.childElementList.Add(this);
this.parentElement = parentElement;
transform.SetParent(parentElement.transform);
}
}
}
public abstract partial class BaseElement
{
private void Start()
{
SetTransformObserver();
}
public virtual void SetTimeDuration()
{
}
[Button("Apply Time Duration From Child")]
public void ApplyTimeDuration()
{
childElementList.ForEach(x => x.ApplyTimeDuration());
timeDurationSubmodule?.SetDurationFromChildren(childElementList.Select(x=>x.timeDurationSubmodule).ToList());
}
/// <summary>
/// 设置物体Transform的监听顺序为Scale -> EulerAngles -> Position
/// 如果有一些特殊的物体例如CameraElementFolder需要自定义监听可以重写这个方法
/// </summary>
public virtual void SetTransformObserver()
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (transformSubmodule == null)
{
return;
}
if (transformSubmodule.scaleDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
{
offset += scaleOffset;
}
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
transform.localScale = transformSubmodule.currentScale;
transformSubmodule.scaleDirtyMark = false;
}
if (transformSubmodule.eulerAnglesDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
{
offset += eulerOffset;
}
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
transform.localEulerAngles = transformSubmodule.currentEulerAngles;
transformSubmodule.eulerAnglesDirtyMark = false;
}
if (transformSubmodule.positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
{
offset += posOffset;
}
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
transform.localPosition = transformSubmodule.currentPosition;
transformSubmodule.positionDirtyMark = false;
}
transformSubmodule.scaleOffset.Clear();
transformSubmodule.eulerAnglesOffset.Clear();
transformSubmodule.positionOffset.Clear();
}).AddTo(gameObject);
}
}
}