事件编辑器初步
待办: 添加删除 复制粘贴 曲线预览
This commit is contained in:
47
Assets/Scripts/Graphical Animation Editor/EventPoint.cs
Normal file
47
Assets/Scripts/Graphical Animation Editor/EventPoint.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EventPoint : MonoBehaviour
|
||||
{
|
||||
public AnimatedFloat animatedFloat;
|
||||
public EventPoint LastEventPoint;
|
||||
public EventPoint NextEventPoint;
|
||||
|
||||
public Image EvDrawimage;
|
||||
public Image OvDrawimage;
|
||||
|
||||
public RectTransform LeftSide;
|
||||
public RectTransform RightSide;
|
||||
public Button selectButton;
|
||||
|
||||
public FlexibleFloatTab FatherTab;
|
||||
public int BeatDeviver => FatherTab.BeatDeviver;
|
||||
public void Initialize(AnimatedFloat animatedFloat)
|
||||
{
|
||||
this.animatedFloat = animatedFloat;
|
||||
transform.localPosition = new Vector3(
|
||||
animatedFloat.startTime / EditorManager.instance.timeline.timePerBeat * BeatDeviver, 0, 0
|
||||
);
|
||||
RightSide.localPosition = new Vector3(
|
||||
(animatedFloat.endTime - animatedFloat.startTime) / EditorManager.instance.timeline.timePerBeat * BeatDeviver, 0, 0);
|
||||
|
||||
EvDrawimage.rectTransform.sizeDelta = new Vector2(RightSide.localPosition.x - transform.localPosition.x, EvDrawimage.rectTransform.sizeDelta.y);
|
||||
EvDrawimage.transform.localPosition = new Vector3(EvDrawimage.rectTransform.sizeDelta.x / 2, 0, 0);
|
||||
OvDrawimage.transform.localPosition = RightSide.localPosition;
|
||||
|
||||
|
||||
|
||||
ReDraw();
|
||||
}
|
||||
|
||||
private void ReDraw()
|
||||
{
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Graphical Animation Editor/EventPoint.cs.meta
Normal file
11
Assets/Scripts/Graphical Animation Editor/EventPoint.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4c5757a536b2e14bbb3c3fa2ed0a8e4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,56 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Data;
|
||||
using Ichni;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
|
||||
public class FlexibleFloatTab : MonoBehaviour
|
||||
{
|
||||
public FlexibleFloat flexibleFloat;
|
||||
|
||||
public GraphicalFlexibleFloatWindow FatherWindow;
|
||||
|
||||
public List<EventPoint> eventPoints;
|
||||
|
||||
public RectTransform Area;
|
||||
public RectTransform BeatArea;
|
||||
|
||||
public EventPoint eventPoint;
|
||||
public GameObject BeatLine;
|
||||
|
||||
public int BeatDeviver => FatherWindow.BeatDeviver;
|
||||
public void Initialize(FlexibleFloat flexibleFloat, string Title)
|
||||
{
|
||||
for (int i = 0; i < (int)EditorManager.instance.songInformation.song.length / FatherWindow.timePerBeat; i++)
|
||||
{
|
||||
GameObject u = Instantiate(BeatLine, BeatArea);
|
||||
u.transform.localPosition = new Vector3(BeatDeviver * i, 0, 0);
|
||||
}
|
||||
for (int i = 0; i <= flexibleFloat.animations.Count - 1; i++)
|
||||
{
|
||||
AnimatedFloat animatedFloat = flexibleFloat.animations[i];
|
||||
EventPoint eventPoint = Instantiate(this.eventPoint, Area);
|
||||
eventPoint.FatherTab = this;
|
||||
eventPoint.Initialize(animatedFloat);
|
||||
eventPoints.Add(eventPoint);
|
||||
if (i - 1 >= 0)
|
||||
{
|
||||
eventPoint.LastEventPoint = eventPoints[i - 1];
|
||||
eventPoint.LastEventPoint.NextEventPoint = eventPoint;
|
||||
}
|
||||
else eventPoint.LastEventPoint = null;
|
||||
if (i == flexibleFloat.animations.Count - 1) eventPoint.NextEventPoint = null;
|
||||
|
||||
|
||||
|
||||
}
|
||||
Area.localPosition = new Vector3(FatherWindow.songBeat * BeatDeviver, 0, 0);
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
|
||||
Area.localPosition = new Vector3(-FatherWindow.songBeat * BeatDeviver, 0, 0);
|
||||
BeatArea.localPosition = Area.localPosition;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20904e6182baed446b49fe294fad22b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Ichni;
|
||||
using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GraphicalFlexibleFloatWindow : MovableWindow
|
||||
{
|
||||
public Button addNewUnitButton;
|
||||
public FlexibleFloatTab unitPrefab;
|
||||
public IBaseElement connectedBaseElement;
|
||||
public List<FlexibleFloatTab> unitList;
|
||||
public string parameterName;
|
||||
public UnityAction ApplyParameters;
|
||||
|
||||
|
||||
public float songTime => EditorManager.instance.songInformation.songTime;
|
||||
public float songBeat => EditorManager.instance.songInformation.songBeat;
|
||||
public float beatmapStartTime => -EditorManager.instance.songInformation.delay;
|
||||
public float timePerBeat => 60f / EditorManager.instance.songInformation.bpm;
|
||||
|
||||
public int BeatDeviver = 100;
|
||||
public void Initialize(IBaseElement baseElement, string title, FlexibleFloat[] FlexibleFloats, string[] Subtitles)
|
||||
{
|
||||
transform.localScale = Vector3.zero;
|
||||
this.connectedBaseElement = baseElement;
|
||||
this.title.text = title;
|
||||
unitList = new List<FlexibleFloatTab>();
|
||||
for (int i = 0; i <= FlexibleFloats.Length - 1; i++)
|
||||
{
|
||||
AddUnit(FlexibleFloats[i], Subtitles[i]);
|
||||
}
|
||||
|
||||
closeButton.onClick.AddListener(Quit);
|
||||
StartCoroutine(WindowAnim.ShowPanelOnScale(gameObject));
|
||||
ApplyParameters = () =>
|
||||
{
|
||||
|
||||
|
||||
for (int i = 0; i <= unitList.Count - 1; i++)
|
||||
{
|
||||
unitList[i].flexibleFloat.Sort();
|
||||
}
|
||||
//Dangered
|
||||
//connectedBaseElement.SetParameter(parameterName, unitList.Select(unit => unit.flexibleFloat).ToArray());
|
||||
};
|
||||
}
|
||||
public void AddUnit(FlexibleFloat flexibleFloat, string Subtitle)
|
||||
{
|
||||
flexibleFloat.Sort();
|
||||
FlexibleFloatTab flexibleFloatTab = Instantiate(unitPrefab, windowRect);
|
||||
flexibleFloatTab.FatherWindow = this;
|
||||
unitList.Add(flexibleFloatTab);
|
||||
flexibleFloatTab.Initialize(flexibleFloat, Subtitle);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public void Quit()
|
||||
{
|
||||
ApplyParameters();
|
||||
//StartCoroutine(WindowAnim.HidePanel(gameObject, true));
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9ccff815b775ec48abb8e62577257f8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user