事件编辑器初步

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曲线预览
This commit is contained in:
2025-03-01 01:20:40 +08:00
parent e638d1cec2
commit 210e594808
22 changed files with 5904 additions and 48 deletions

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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()
{
}
}

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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;
}
}

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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);
}
}

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