基础内容-6

技术性调整;
Note效果;
This commit is contained in:
SoulliesOfficial
2025-01-30 22:45:33 -05:00
parent 39b4a5e7ff
commit 5f64c4faf8
47 changed files with 493 additions and 205 deletions

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@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
public void NewInitialize(string elementName, BaseElement targetObject)
{
base.NewInitialize(elementName);
base.Initialize(elementName);
this.targetObject = targetObject;
SetParent(this.targetObject);
}
@@ -35,12 +35,12 @@ namespace Ichni.RhythmGame
}
}
timeDurationSubmodule = new TimeDurationSubmodule(startTimes.Min(), endTimes.Max());
timeDurationSubmodule = new TimeDurationSubmodule(this, startTimes.Min(), endTimes.Max());
}
public virtual void SetTimeDuration(float startTime, float endTime)
{
timeDurationSubmodule = new TimeDurationSubmodule(startTime, endTime);
timeDurationSubmodule = new TimeDurationSubmodule(this, startTime, endTime);
}
protected abstract void UpdateAnimation(float songTime);

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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
public static BaseColorChange GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
{
BaseColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
baseColorChange.NewInitialize(elementName, targetObject);
baseColorChange.colorR = colorR;

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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
public static EmissionColorChange GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
{
EmissionColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
EmissionColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
baseColorChange.NewInitialize(elementName, targetObject);
baseColorChange.colorR = colorR;

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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
public static TrackTotalTimeChange GenerateElement(string elementName, Track targetTrack, FlexibleFloat totalTime)
{
TrackTotalTimeChange trackTotalTimeChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
trackTotalTimeChange.NewInitialize(elementName, targetTrack);
if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)

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@@ -18,7 +18,7 @@ namespace Ichni.RhythmGame
public static Displacement GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
{
Displacement displacement = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
displacement.NewInitialize(elementName, targetObject);

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@@ -19,7 +19,7 @@ namespace Ichni.RhythmGame
public static LookAt GenerateElement(string elementName, BaseElement targetObject,
BaseElement lookAtTarget, FlexibleBool enabling)
{
LookAt swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
LookAt swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
swirl.NewInitialize(elementName, targetObject);

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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
public static Scale GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
{
Scale scale = Lean.Pool.LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
scale.NewInitialize(elementName, targetObject);

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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
public static Swirl GenerateElement(string elementName, BaseElement targetObject,
FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
{
Swirl swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
Swirl swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
swirl.NewInitialize(elementName, targetObject);

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@@ -20,6 +20,9 @@ namespace Ichni.RhythmGame
//标识 GUID
public Guid elementGuid;
//标签
public List<string> tags;
//存档
//public BaseElement_BM matchedBM;
@@ -38,13 +41,14 @@ namespace Ichni.RhythmGame
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void NewInitialize(string name)
public virtual void Initialize(string name)
{
this.elementName = name;
this.elementGuid = Guid.NewGuid();
EditorManager.instance.elementList.Add(this);
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
SetTransformObserver();
//SetTransformObserver();
}
/// <summary>
@@ -63,6 +67,14 @@ namespace Ichni.RhythmGame
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
}
/// <summary>
/// 设置父物体
/// </summary>
@@ -76,6 +88,23 @@ namespace Ichni.RhythmGame
transform.SetParent(parentElement.transform);
}
}
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
public abstract partial class BaseElement

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@@ -10,45 +10,62 @@ namespace Ichni.RhythmGame
public bool emissionEnabled;
public Color originalEmissionColor;
public float originalEmissionIntensity;
public List<Color> baseColorOffset = new List<Color>();
public List<Color> emissionColorOffset = new List<Color>();
public List<float> emissionIntensityOffset = new List<float>();
public Color currentBaseColor;
public Color currentEmissionColor;
public float currentEmissionIntensity;
public bool baseColorDirtyMark;
public bool emissionColorDirtyMark;
public ColorSubmodule()
public ColorSubmodule(BaseElement attachedElement) : base(attachedElement)
{
this.originalBaseColor = Color.white;
this.emissionEnabled = false;
this.originalEmissionColor = Color.black;
this.originalEmissionIntensity = 0;
this.currentBaseColor = Color.white;
this.currentEmissionColor = Color.black;
this.currentEmissionIntensity = 0;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
}
public ColorSubmodule(Color originalBaseColor)
public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor) : base(attachedElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = false;
this.originalEmissionColor = Color.black;
this.originalEmissionIntensity = 0;
this.currentBaseColor = originalBaseColor;
this.currentEmissionColor = Color.black;
this.currentEmissionIntensity = 0;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
}
public ColorSubmodule(Color originalBaseColor, bool emissionEnabled, Color originalEmissionColor, float originalEmissionIntensity)
public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
{
this.originalBaseColor = originalBaseColor;
this.emissionEnabled = emissionEnabled;
this.originalEmissionColor = originalEmissionColor;
this.originalEmissionIntensity = originalEmissionIntensity;
this.currentBaseColor = originalBaseColor;
this.currentEmissionColor = originalEmissionColor;
this.currentEmissionIntensity = originalEmissionIntensity;
this.baseColorDirtyMark = false;
this.emissionColorDirtyMark = false;
}
}
}

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@@ -7,6 +7,11 @@ namespace Ichni.RhythmGame
public class EffectSubmodule : SubmoduleBase
{
public List<EffectBase> effectList;
public EffectSubmodule(BaseElement attachedElement) : base(attachedElement)
{
effectList = new List<EffectBase>();
}
}
public abstract class EffectBase

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@@ -6,6 +6,13 @@ namespace Ichni.RhythmGame
{
public abstract class SubmoduleBase
{
public BaseElement attachedElement;
public SubmoduleBase(BaseElement attachedElement)
{
this.attachedElement = attachedElement;
}
public virtual void InitialRefresh()
{

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@@ -11,14 +11,14 @@ namespace Ichni.RhythmGame
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略
public float startTime, endTime; //起止时间
public TimeDurationSubmodule()
public TimeDurationSubmodule(BaseElement attachedElement) : base(attachedElement)
{
isOverridingDuration = false;
startTime = 0;
endTime = 0;
startTime = -999;//TODO: 换为-delay
endTime = 999;//TODO: 换为songLength
}
public TimeDurationSubmodule(float startTime, float endTime)
public TimeDurationSubmodule(BaseElement attachedElement, float startTime, float endTime) : base(attachedElement)
{
this.isOverridingDuration = false;
this.startTime = startTime;

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@@ -14,83 +14,70 @@ namespace Ichni.RhythmGame
public Vector3 originalPosition;
public Vector3 originalEulerAngles;
public Vector3 originalScale;
public List<Vector3> positionOffset;
public List<Vector3> eulerAnglesOffset;
public List<Vector3> scaleOffset;
public Vector3 currentPosition;
public Vector3 currentEulerAngles;
public Vector3 currentScale;
public bool positionDirtyMark;
public bool eulerAnglesDirtyMark;
public bool scaleDirtyMark;
public bool eulerAnglesOffsetLock;
public UnityAction OnPositionChanged;
public UnityAction OnEulerAnglesChanged;
public UnityAction OnScaleChanged;
public TransformSubmodule()
public TransformSubmodule(BaseElement attachedElement) : base(attachedElement)
{
this.originalPosition = Vector3.zero;
this.originalEulerAngles = Vector3.zero;
this.originalScale = Vector3.one;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = Vector3.zero;
currentEulerAngles = Vector3.zero;
currentScale = Vector3.one;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
attachedElement.SetTransformObserver();
}
public TransformSubmodule(Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale)
public TransformSubmodule(BaseElement attachedElement,
Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedElement)
{
this.originalPosition = originalPosition;
this.originalEulerAngles = originalEulerAngles;
this.originalScale = originalScale;
positionOffset = new List<Vector3>();
eulerAnglesOffset = new List<Vector3>();
scaleOffset = new List<Vector3>();
currentPosition = originalPosition;
currentEulerAngles = originalEulerAngles;
currentScale = originalScale;
positionDirtyMark = false;
eulerAnglesDirtyMark = false;
scaleDirtyMark = false;
eulerAnglesOffsetLock = false;
}
public void SetObserver(BaseElement target)
{
Observable.EveryUpdate().Subscribe(_ =>
{
if (positionDirtyMark)
{
Vector3 offset = Vector3.zero;
foreach (var positionOffset in positionOffset)
{
offset += positionOffset;
}
currentPosition = originalPosition + offset;
positionDirtyMark = false;
}
positionOffset.Clear();
}).AddTo(target);
attachedElement.SetTransformObserver();
}
}
}

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@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using Ichni.RhythmGame.ThemeBundles.Basic;
using Sirenix.OdinInspector;
using UnityEngine;
@@ -13,6 +14,8 @@ namespace Ichni
public SongModule songModule;
public BasePrefabsCollection basePrefabs;
public List<BaseElement> elementList = new List<BaseElement>();
private void Awake()
{
@@ -22,17 +25,20 @@ namespace Ichni
private void Start()
{
var f0 = ElementFolder.GenerateElement("Folder", null);
var dis0 = Displacement.GenerateElement("Displacement-0", f0,
new FlexibleFloat(),
new FlexibleFloat(new List<AnimatedFloat>(){new (0,2,0,2, AnimationCurveType.Linear)}),
new FlexibleFloat());
var t0 = Track.GenerateElement("Track", f0, Vector3.left * 5f);
t0.trackPathSubmodule = new TrackPathSubmodule();
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable();
t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient();
(t0.trackPathSubmodule).NewInitialize(t0, false, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed);
(t0.trackTimeSubmodule as TrackTimeSubmoduleMovable).NewInitialize(t0, 0, 1, 1, AnimationCurveType.Linear);
(t0.trackRendererSubmodule as TrackRendererSubmoduleAutoOrient).NewInitialize(t0);
var p0 = PathNode.GeneratePathNode("PathNode-0", t0, 0, Vector3.zero, Vector3.forward, 1, Color.white);
var p1 = PathNode.GeneratePathNode("PathNode-1", t0, 1, Vector3.one * 10f, Vector3.left, 0, Color.red);
t0.AfterInitialize();
t0.trackPathSubmodule = new TrackPathSubmodule(t0, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed, false);
t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable(t0, 0, 2, 1, AnimationCurveType.Linear);
t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(t0);
var p0 = PathNode.GenerateElement("PathNode-0", t0, 0, new Vector3(-5,5,10), Vector3.forward, 1, Color.white);
var p1 = PathNode.GenerateElement("PathNode-1", t0, 1, new Vector3(5,-5,10), Vector3.forward, 0, Color.red);
var n0 = Tap.GenerateElement("Note-0", 1f, t0);
var n0v = BasicNoteVisual.GenerateElement("Note-0-V", "basic", "BasicNoteTap3D", Vector3.zero, Vector3.zero, Vector3.one, n0);
elementList.ForEach(e => e.AfterInitialize());
}
private void Update()

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@@ -20,20 +20,16 @@ namespace Ichni
private void Awake()
{
instance = this;
}
private void Start()
{
loadedThemeBundleList = new List<ThemeBundle>();
AssetBundle.UnloadAllAssetBundles(true);
LoadAllThemeBundlesAbstract();
//DontDestroyOnLoad(gameObject);
LoadThemeBundle("fundamental");
LoadThemeBundle("basic");
}
public T GetObject<T>(string themeBundleName, string objectName) where T : class
{
return loadedThemeBundleList.Find(bundle => bundle.themeBundleName == themeBundleName)?.GetObject<T>(objectName);

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@@ -10,12 +10,16 @@ namespace Ichni.RhythmGame
{
public static ElementFolder GenerateElement(string name, BaseElement parentElement)
{
ElementFolder elementFolder = LeanPool.Spawn(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
elementFolder.NewInitialize(name);
elementFolder.Initialize(name);
elementFolder.SetParent(parentElement);
elementFolder.transformSubmodule = new TransformSubmodule(Vector3.zero, Vector3.zero, Vector3.one);
elementFolder.transformSubmodule = new TransformSubmodule(elementFolder);
elementFolder.timeDurationSubmodule = new TimeDurationSubmodule(elementFolder);
//elementFolder.GenerateTab(parentElement);
elementFolder.SetTransformObserver();
return elementFolder;
}

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@@ -14,8 +14,8 @@ namespace Ichni.RhythmGame
bool isStatic, bool isFirstGenerated = true)
{
EnvironmentObject themeBundleObject = ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
EnvironmentObject environmentObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.NewInitialize(elementName);
EnvironmentObject environmentObject = Instantiate(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
environmentObject.Initialize(elementName);
environmentObject.isStatic = isStatic;
return environmentObject;
}

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@@ -24,15 +24,15 @@ namespace Ichni.RhythmGame
CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
Vector3 initialPosition, Vector3 initialEulerAngles)
{
GameCamera gameCamera = LeanPool.Spawn(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
GameCamera gameCamera = Instantiate(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
gameCamera.NewInitialize(elementName);
gameCamera.Initialize(elementName);
gameCamera.parentElement = parentElement;
gameCamera.cameraViewType = cameraViewType;
gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
gameCamera.perspectiveAngle = perspectiveAngle;
gameCamera.orthographicSize = orthographicSize;
gameCamera.transformSubmodule = new TransformSubmodule(initialPosition, initialEulerAngles, Vector3.one);
gameCamera.transformSubmodule = new TransformSubmodule(gameCamera, initialPosition, initialEulerAngles, Vector3.one);
gameCamera.cameraTransform = gameCamera.transform;
gameCamera.SetParent(parentElement);

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@@ -5,7 +5,6 @@ using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -10,9 +12,12 @@ namespace Ichni.RhythmGame
public List<Vector2> availableFlickDirections;
public static Flick GenerateElement(string elementName, float exactJudgeTime, BaseElement attach, List<Vector2> directions)
{
Flick flick = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
flick.NewInitialize(elementName, exactJudgeTime);
Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
flick.Initialize(elementName);
flick.exactJudgeTime = exactJudgeTime;
flick.availableFlickDirections = directions;
flick.transformSubmodule = new TransformSubmodule(flick);
flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
flick.SetParent(attach);
if (attach.TryGetComponent(out Track track))
@@ -20,6 +25,7 @@ namespace Ichni.RhythmGame
if (track.trackTimeSubmodule != null)
{
flick.track = track;
flick.trackPositioner = flick.AddComponent<SplinePositioner>();
flick.trackPositioner.spline = track.trackPathSubmodule.path;
flick.isOnTrack = true;
flick.UpdateNoteInTrack();
@@ -31,18 +37,11 @@ namespace Ichni.RhythmGame
}
else
{
flick.track = null;
flick.isOnTrack = false;
}
return flick;
}
public void NewInitialize(string elementName, float exactJudgeTime)
{
base.NewInitialize(elementName);
this.exactJudgeTime = exactJudgeTime;
this.track = null;
this.isOnTrack = false;
}
}
}

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@@ -6,7 +6,10 @@ namespace Ichni.RhythmGame
{
public class NoteJudgeSubmodule : SubmoduleBase
{
public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
{
}
}
public class NoteJudgeUnit

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@@ -40,7 +40,19 @@ namespace Ichni.RhythmGame
[Title("In-Game Info")]
public Vector2 noteScreenPosition;
public bool isJudged;
public override void Initialize(string name)
{
base.Initialize(name);
generateEffects = new EffectSubmodule(this);
generalJudgeEffects = new EffectSubmodule(this);
perfectJudgeEffects = new EffectSubmodule(this);
goodJudgeEffects = new EffectSubmodule(this);
badJudgeEffects = new EffectSubmodule(this);
missJudgeEffects = new EffectSubmodule(this);
noteJudgeSubmodule = new NoteJudgeSubmodule(this);
}
/// <summary>
/// 在MovableTrack上更新Note的位置注意HoldNote需要重写这个方法
/// </summary>
@@ -97,7 +109,7 @@ namespace Ichni.RhythmGame
{
if (!isJudged)
{
AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
//AudioSource.PlayClipAtPoint(EditorManager.instance.basePrefabs.tapNoteSound, Camera.main.transform.position, 1f);
isJudged = true;
}
}

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@@ -16,7 +16,7 @@ namespace Ichni.RhythmGame
public void NewInitialize(NoteBase note)
{
base.NewInitialize(note.elementName + " Note Visual");
base.Initialize(note.elementName + " Note Visual");
this.note = note;
}
}

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -9,8 +11,11 @@ namespace Ichni.RhythmGame
{
public static Stay GenerateElement(string elementName, float exactJudgeTime, BaseElement attach)
{
Stay stay = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
stay.NewInitialize(elementName, exactJudgeTime);
Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Stay>();
stay.Initialize(elementName);
stay.exactJudgeTime = exactJudgeTime;
stay.transformSubmodule = new TransformSubmodule(stay);
stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
stay.SetParent(attach);
if (attach.TryGetComponent(out Track track))
@@ -18,6 +23,7 @@ namespace Ichni.RhythmGame
if (track.trackTimeSubmodule != null)
{
stay.track = track;
stay.trackPositioner = stay.AddComponent<SplinePositioner>();
stay.trackPositioner.spline = track.trackPathSubmodule.path;
stay.isOnTrack = true;
stay.UpdateNoteInTrack();
@@ -29,18 +35,11 @@ namespace Ichni.RhythmGame
}
else
{
stay.track = null;
stay.isOnTrack = false;
}
return stay;
}
public void NewInitialize(string elementName, float exactJudgeTime)
{
base.NewInitialize(elementName);
this.exactJudgeTime = exactJudgeTime;
this.track = null;
this.isOnTrack = false;
}
}
}

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Lean.Pool;
using Unity.VisualScripting;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -9,8 +11,11 @@ namespace Ichni.RhythmGame
{
public static Tap GenerateElement(string elementName, float exactJudgeTime, BaseElement attach)
{
Tap tap = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
tap.NewInitialize(elementName, exactJudgeTime);
Tap tap = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Tap>();
tap.Initialize(elementName);
tap.exactJudgeTime = exactJudgeTime;
tap.transformSubmodule = new TransformSubmodule(tap);
tap.timeDurationSubmodule = new TimeDurationSubmodule(tap);
tap.SetParent(attach);
if (attach.TryGetComponent(out Track track))
@@ -18,6 +23,7 @@ namespace Ichni.RhythmGame
if (track.trackTimeSubmodule != null)
{
tap.track = track;
tap.trackPositioner = tap.AddComponent<SplinePositioner>();
tap.trackPositioner.spline = track.trackPathSubmodule.path;
tap.isOnTrack = true;
tap.UpdateNoteInTrack();
@@ -29,18 +35,11 @@ namespace Ichni.RhythmGame
}
else
{
tap.track = null;
tap.isOnTrack = false;
}
return tap;
}
public void NewInitialize(string elementName, float exactJudgeTime)
{
base.NewInitialize(elementName);
this.exactJudgeTime = exactJudgeTime;
this.track = null;
this.isOnTrack = false;
}
}
}

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@@ -14,8 +14,13 @@ namespace Ichni.RhythmGame
bool isFirstGenerated = true)
{
GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
SubstantialObject substantialObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
substantialObject.NewInitialize(elementName);
SubstantialObject substantialObject = Instantiate(themeBundleObject, parent.transform).GetComponent<SubstantialObject>();
substantialObject.Initialize(elementName);
substantialObject.transformSubmodule = new TransformSubmodule(substantialObject, position, eulerAngles, scale);
substantialObject.timeDurationSubmodule = new TimeDurationSubmodule(substantialObject);
substantialObject.colorSubmodule = new ColorSubmodule(substantialObject);
substantialObject.SetParent(parent);
return substantialObject;
}

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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -12,34 +13,30 @@ namespace Ichni.RhythmGame
public ColorSubmodule colorSubmodule;
public Track track;
public int index;
public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
public SplinePoint node;
public static PathNode GeneratePathNode(string elementName, Track track, int index, Vector3 nodePosition,
public static PathNode GenerateElement(string elementName, Track track, int index, Vector3 nodePosition,
Vector3 nodeNormal, float nodeSize, Color nodeColor)
{
PathNode pathNode = LeanPool.Spawn(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
pathNode.NewInitialize(elementName, track, index, nodePosition, nodeNormal, nodeSize, nodeColor);
pathNode.Initialize(elementName);
pathNode.track = track;
//pathNode.index = index;
pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
pathNode.colorSubmodule = new ColorSubmodule(pathNode, nodeColor);
track.trackPathSubmodule.pathNodeList.Add(pathNode);
pathNode.SetParent(track);
return pathNode;
}
public void NewInitialize(string elementName, Track track, int index, Vector3 nodePosition,
Vector3 nodeNormal, float nodeSize, Color nodeColor)
{
base.NewInitialize(elementName);
this.track = track;
this.index = index;
this.transformSubmodule = new TransformSubmodule(nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
this.colorSubmodule = new ColorSubmodule(nodeColor);
Refresh();
}
public override void AfterInitialize()
{
Refresh();

View File

@@ -14,30 +14,23 @@ namespace Ichni.RhythmGame
public static Track GenerateElement(string elementName, BaseElement parent, Vector3 position)
{
if (parent == null)
{
throw new System.Exception("Parent is null");
}
Track track = Instantiate(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
Track track = LeanPool.Spawn(EditorManager.instance.basePrefabs.track, parent.transform).GetComponent<Track>();
track.NewInitialize(elementName, position);
track.Initialize(elementName);
track.SetParent(parent);
track.transformSubmodule = new TransformSubmodule(track, position, Vector3.zero, Vector3.one);
track.timeDurationSubmodule = new TimeDurationSubmodule(track);
track.trackPathSubmodule = null;
track.trackTimeSubmodule = null;
track.trackRendererSubmodule = null;
track.SetTransformObserver();
return track;
}
private void NewInitialize(string elementName, Vector3 position)
{
base.NewInitialize(elementName);
timeDurationSubmodule = new TimeDurationSubmodule();
transformSubmodule = new TransformSubmodule(position, Vector3.zero, Vector3.one);
trackPathSubmodule = null;
trackTimeSubmodule = null;
trackRendererSubmodule = null;
Refresh();
}
public override void AfterInitialize()
{
@@ -56,7 +49,7 @@ namespace Ichni.RhythmGame
{
public override void Refresh()
{
transform.localPosition = transformSubmodule.currentPosition;
}
}

View File

@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
public static TrackHeadPoint GenerateElement(string elementName, Track track)
{
TrackHeadPoint head = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
head.NewInitialize(elementName, track);
head.SetParent(track);
@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame
private void NewInitialize(string elementName, Track track)
{
base.NewInitialize(elementName);
base.Initialize(elementName);
this.track = track;
this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
this.trackPositioner.spline = track.trackPathSubmodule.path;

View File

@@ -21,7 +21,7 @@ namespace Ichni.RhythmGame
public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
{
TrackPercentPoint point = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
TrackPercentPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
point.NewInitialize(elementName, track, trackPercent);
point.SetParent(track);
@@ -33,7 +33,7 @@ namespace Ichni.RhythmGame
private void NewInitialize(string elementName, Track track, FlexibleFloat trackPercent)
{
base.NewInitialize(elementName);
base.Initialize(elementName);
this.track = track;
this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
this.trackPositioner.spline = track.trackPathSubmodule.path;

View File

@@ -15,10 +15,8 @@ namespace Ichni.RhythmGame
public Track.TrackSamplingType trackSamplingType;
public bool isClosed;
public void NewInitialize(Track track, bool isClosed, Track.TrackSpaceType trackSpaceType,
Track.TrackSamplingType trackSamplingType)
public TrackPathSubmodule(Track track, Track.TrackSpaceType trackSpaceType, Track.TrackSamplingType trackSamplingType, bool isClosed) : base(track)
{
this.track = track;
this.path = track.AddComponent<SplineComputer>();
track.trackPathSubmodule = this;
this.pathNodeList = new List<PathNode>();
@@ -26,7 +24,8 @@ namespace Ichni.RhythmGame
this.trackSamplingType = trackSamplingType;
this.isClosed = isClosed;
SetUpSplineComputer(trackSpaceType, trackSamplingType);
SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
//闭合路径在PathNode生成时执行在初始化的情况下PathNode数量为0不会执行闭合操作
}
}
@@ -59,13 +58,6 @@ namespace Ichni.RhythmGame
path.type = (Spline.Type)spaceType;
}
public void AddPathNode(PathNode point)
{
path.SetPoint(pathNodeList.Count, point.node, SplineComputer.Space.Local);
pathNodeList.Add(point);
}
public void SetPathNode(PathNode point)
{
path.SetPoint(point.index, point.node, SplineComputer.Space.Local);

View File

@@ -11,16 +11,20 @@ namespace Ichni.RhythmGame
public MeshGenerator meshGenerator;
public MeshRenderer meshRenderer;
public Material renderMaterial;
public TrackRendererSubmodule(Track track) : base(track)
{
this.track = track;
this.track.trackRendererSubmodule = this;
}
}
public class TrackRendererSubmoduleAutoOrient : TrackRendererSubmodule
{
public SplineRenderer splineRenderer;
public void NewInitialize(Track track, Material material = null)
public TrackRendererSubmoduleAutoOrient(Track track, Material material = null) : base(track)
{
this.track = track;
this.track.trackRendererSubmodule = this;
this.splineRenderer = track.AddComponent<SplineRenderer>();
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
this.meshGenerator = splineRenderer;

View File

@@ -8,5 +8,11 @@ namespace Ichni.RhythmGame
{
public Track track;
public bool isUpdating;
public TrackSubmodule(Track track) : base(track)
{
this.track = track;
isUpdating = false;
}
}
}

View File

@@ -7,6 +7,12 @@ namespace Ichni.RhythmGame
public class TrackTimeSubmodule : TrackSubmodule
{
public float headPercent, tailPercent;
public TrackTimeSubmodule(Track track) : base(track)
{
this.track = track;
this.track.trackTimeSubmodule = this;
}
}
public class TrackTimeSubmoduleMovable : TrackTimeSubmodule
@@ -16,17 +22,17 @@ namespace Ichni.RhythmGame
public float trackTotalTime;
public float visibleTrackTimeLength;
public AnimationCurveType animationCurveType;
public void NewInitialize(Track track, float trackStartTime, float trackEndTime,
float visibleTrackTimeLength, AnimationCurveType animationCurveType)
public TrackTimeSubmoduleMovable(Track track, float trackStartTime, float trackEndTime,
float visibleTrackTimeLength, AnimationCurveType animationCurveType) : base(track)
{
this.track = track;
this.track.trackTimeSubmodule = this;
this.trackStartTime = trackStartTime;
this.trackEndTime = trackEndTime;
this.trackTotalTime = trackEndTime - trackStartTime;
this.visibleTrackTimeLength = visibleTrackTimeLength;
this.animationCurveType = animationCurveType;
track.timeDurationSubmodule.startTime = trackStartTime;
track.timeDurationSubmodule.endTime = trackEndTime + visibleTrackTimeLength;
}
@@ -57,16 +63,15 @@ namespace Ichni.RhythmGame
public float trackTotalTime;
public AnimationCurveType animationCurveType;
public void NewInitialize(Track track, float trackTotalTime, AnimationCurveType animationCurveType)
public TrackTimeSubmoduleStatic(Track track, float trackTotalTime, AnimationCurveType animationCurveType) : base(track)
{
this.track = track;
this.track.trackTimeSubmodule = this;
this.trackTotalTime = trackTotalTime;
this.animationCurveType = animationCurveType;
this.headPercent = 0;
this.tailPercent = 1;
track.timeDurationSubmodule.startTime = 0;
track.timeDurationSubmodule.endTime = 0;
track.timeDurationSubmodule.startTime = -999;
track.timeDurationSubmodule.endTime = 999;
//timeDurationSubmodule 根据下辖Note的时间来设置
}
}