基础内容-6
技术性调整; Note效果;
This commit is contained in:
@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
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public void NewInitialize(string elementName, BaseElement targetObject)
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{
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base.NewInitialize(elementName);
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base.Initialize(elementName);
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this.targetObject = targetObject;
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SetParent(this.targetObject);
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}
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@@ -35,12 +35,12 @@ namespace Ichni.RhythmGame
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}
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}
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timeDurationSubmodule = new TimeDurationSubmodule(startTimes.Min(), endTimes.Max());
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timeDurationSubmodule = new TimeDurationSubmodule(this, startTimes.Min(), endTimes.Max());
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}
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public virtual void SetTimeDuration(float startTime, float endTime)
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{
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timeDurationSubmodule = new TimeDurationSubmodule(startTime, endTime);
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timeDurationSubmodule = new TimeDurationSubmodule(this, startTime, endTime);
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}
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protected abstract void UpdateAnimation(float songTime);
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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
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public static BaseColorChange GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
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{
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BaseColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
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BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
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baseColorChange.NewInitialize(elementName, targetObject);
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baseColorChange.colorR = colorR;
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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
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public static EmissionColorChange GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
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{
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EmissionColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
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EmissionColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
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baseColorChange.NewInitialize(elementName, targetObject);
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baseColorChange.colorR = colorR;
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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
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public static TrackTotalTimeChange GenerateElement(string elementName, Track targetTrack, FlexibleFloat totalTime)
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{
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TrackTotalTimeChange trackTotalTimeChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
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TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
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trackTotalTimeChange.NewInitialize(elementName, targetTrack);
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if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
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@@ -18,7 +18,7 @@ namespace Ichni.RhythmGame
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public static Displacement GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
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{
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Displacement displacement = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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displacement.NewInitialize(elementName, targetObject);
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@@ -19,7 +19,7 @@ namespace Ichni.RhythmGame
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public static LookAt GenerateElement(string elementName, BaseElement targetObject,
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BaseElement lookAtTarget, FlexibleBool enabling)
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{
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LookAt swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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LookAt swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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swirl.NewInitialize(elementName, targetObject);
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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
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public static Scale GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
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{
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Scale scale = Lean.Pool.LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
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Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
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scale.NewInitialize(elementName, targetObject);
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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
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public static Swirl GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
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{
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Swirl swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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Swirl swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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swirl.NewInitialize(elementName, targetObject);
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@@ -20,6 +20,9 @@ namespace Ichni.RhythmGame
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//标识 GUID
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public Guid elementGuid;
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//标签
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public List<string> tags;
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//存档
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//public BaseElement_BM matchedBM;
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@@ -38,13 +41,14 @@ namespace Ichni.RhythmGame
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/// 首次初始化
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/// </summary>
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/// <param name="name">物体名</param>
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public virtual void NewInitialize(string name)
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public virtual void Initialize(string name)
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{
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this.elementName = name;
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this.elementGuid = Guid.NewGuid();
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EditorManager.instance.elementList.Add(this);
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//GameManager.beatMapContainer.beatMapElementList.Add(this);
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//serialNumber = totalSerialNumber++;
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SetTransformObserver();
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//SetTransformObserver();
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}
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/// <summary>
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@@ -63,6 +67,14 @@ namespace Ichni.RhythmGame
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}
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/// <summary>
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/// 当物体被删除时执行的方法
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/// </summary>
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public virtual void OnDelete()
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{
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}
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/// <summary>
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/// 设置父物体
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/// </summary>
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@@ -76,6 +88,23 @@ namespace Ichni.RhythmGame
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transform.SetParent(parentElement.transform);
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}
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}
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public virtual void Delete()
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{
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if (this.childElementList != null)
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{
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for (int i = 0; i < childElementList.Count; i++)
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{
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childElementList[i].Delete(); //删除子GameElement、
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}
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}
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OnDelete();
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EditorManager.instance.elementList.Remove(this); //从保存列表中剔除
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this.parentElement.childElementList.Remove(this);
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Destroy(gameObject); //销毁
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}
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}
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public abstract partial class BaseElement
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@@ -10,45 +10,62 @@ namespace Ichni.RhythmGame
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public bool emissionEnabled;
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public Color originalEmissionColor;
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public float originalEmissionIntensity;
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public List<Color> baseColorOffset = new List<Color>();
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public List<Color> emissionColorOffset = new List<Color>();
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public List<float> emissionIntensityOffset = new List<float>();
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public Color currentBaseColor;
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public Color currentEmissionColor;
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public float currentEmissionIntensity;
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public bool baseColorDirtyMark;
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public bool emissionColorDirtyMark;
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public ColorSubmodule()
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public ColorSubmodule(BaseElement attachedElement) : base(attachedElement)
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{
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this.originalBaseColor = Color.white;
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this.emissionEnabled = false;
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this.originalEmissionColor = Color.black;
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this.originalEmissionIntensity = 0;
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this.currentBaseColor = Color.white;
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this.currentEmissionColor = Color.black;
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this.currentEmissionIntensity = 0;
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this.baseColorDirtyMark = false;
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this.emissionColorDirtyMark = false;
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}
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public ColorSubmodule(Color originalBaseColor)
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public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor) : base(attachedElement)
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{
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this.originalBaseColor = originalBaseColor;
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this.emissionEnabled = false;
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this.originalEmissionColor = Color.black;
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this.originalEmissionIntensity = 0;
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this.currentBaseColor = originalBaseColor;
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this.currentEmissionColor = Color.black;
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this.currentEmissionIntensity = 0;
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this.baseColorDirtyMark = false;
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this.emissionColorDirtyMark = false;
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}
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public ColorSubmodule(Color originalBaseColor, bool emissionEnabled, Color originalEmissionColor, float originalEmissionIntensity)
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public ColorSubmodule(BaseElement attachedElement, Color originalBaseColor, bool emissionEnabled,
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Color originalEmissionColor, float originalEmissionIntensity) : base(attachedElement)
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{
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this.originalBaseColor = originalBaseColor;
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this.emissionEnabled = emissionEnabled;
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this.originalEmissionColor = originalEmissionColor;
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this.originalEmissionIntensity = originalEmissionIntensity;
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this.currentBaseColor = originalBaseColor;
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this.currentEmissionColor = originalEmissionColor;
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this.currentEmissionIntensity = originalEmissionIntensity;
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this.baseColorDirtyMark = false;
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this.emissionColorDirtyMark = false;
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}
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}
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}
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@@ -7,6 +7,11 @@ namespace Ichni.RhythmGame
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public class EffectSubmodule : SubmoduleBase
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{
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public List<EffectBase> effectList;
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public EffectSubmodule(BaseElement attachedElement) : base(attachedElement)
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{
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effectList = new List<EffectBase>();
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}
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}
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public abstract class EffectBase
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@@ -6,6 +6,13 @@ namespace Ichni.RhythmGame
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{
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public abstract class SubmoduleBase
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{
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public BaseElement attachedElement;
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public SubmoduleBase(BaseElement attachedElement)
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{
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this.attachedElement = attachedElement;
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}
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public virtual void InitialRefresh()
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{
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@@ -11,14 +11,14 @@ namespace Ichni.RhythmGame
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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
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public float startTime, endTime; //起止时间
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public TimeDurationSubmodule()
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public TimeDurationSubmodule(BaseElement attachedElement) : base(attachedElement)
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{
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isOverridingDuration = false;
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startTime = 0;
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endTime = 0;
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startTime = -999;//TODO: 换为-delay
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endTime = 999;//TODO: 换为songLength
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}
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public TimeDurationSubmodule(float startTime, float endTime)
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public TimeDurationSubmodule(BaseElement attachedElement, float startTime, float endTime) : base(attachedElement)
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{
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this.isOverridingDuration = false;
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this.startTime = startTime;
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@@ -14,83 +14,70 @@ namespace Ichni.RhythmGame
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public Vector3 originalPosition;
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public Vector3 originalEulerAngles;
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public Vector3 originalScale;
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public List<Vector3> positionOffset;
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public List<Vector3> eulerAnglesOffset;
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public List<Vector3> scaleOffset;
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public Vector3 currentPosition;
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public Vector3 currentEulerAngles;
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public Vector3 currentScale;
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public bool positionDirtyMark;
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public bool eulerAnglesDirtyMark;
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public bool scaleDirtyMark;
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public bool eulerAnglesOffsetLock;
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public UnityAction OnPositionChanged;
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public UnityAction OnEulerAnglesChanged;
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public UnityAction OnScaleChanged;
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public TransformSubmodule()
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public TransformSubmodule(BaseElement attachedElement) : base(attachedElement)
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{
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this.originalPosition = Vector3.zero;
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this.originalEulerAngles = Vector3.zero;
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this.originalScale = Vector3.one;
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positionOffset = new List<Vector3>();
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eulerAnglesOffset = new List<Vector3>();
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scaleOffset = new List<Vector3>();
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currentPosition = Vector3.zero;
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currentEulerAngles = Vector3.zero;
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currentScale = Vector3.one;
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positionDirtyMark = false;
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eulerAnglesDirtyMark = false;
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scaleDirtyMark = false;
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eulerAnglesOffsetLock = false;
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attachedElement.SetTransformObserver();
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}
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public TransformSubmodule(Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale)
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public TransformSubmodule(BaseElement attachedElement,
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Vector3 originalPosition, Vector3 originalEulerAngles, Vector3 originalScale) : base(attachedElement)
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{
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this.originalPosition = originalPosition;
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this.originalEulerAngles = originalEulerAngles;
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this.originalScale = originalScale;
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positionOffset = new List<Vector3>();
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eulerAnglesOffset = new List<Vector3>();
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scaleOffset = new List<Vector3>();
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currentPosition = originalPosition;
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currentEulerAngles = originalEulerAngles;
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currentScale = originalScale;
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positionDirtyMark = false;
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eulerAnglesDirtyMark = false;
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scaleDirtyMark = false;
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eulerAnglesOffsetLock = false;
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}
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public void SetObserver(BaseElement target)
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{
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Observable.EveryUpdate().Subscribe(_ =>
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{
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if (positionDirtyMark)
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{
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Vector3 offset = Vector3.zero;
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foreach (var positionOffset in positionOffset)
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{
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offset += positionOffset;
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}
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currentPosition = originalPosition + offset;
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positionDirtyMark = false;
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}
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positionOffset.Clear();
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}).AddTo(target);
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attachedElement.SetTransformObserver();
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}
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}
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}
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@@ -2,6 +2,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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using Ichni.RhythmGame.ThemeBundles.Basic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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@@ -13,6 +14,8 @@ namespace Ichni
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public SongModule songModule;
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public BasePrefabsCollection basePrefabs;
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public List<BaseElement> elementList = new List<BaseElement>();
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private void Awake()
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{
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@@ -22,17 +25,20 @@ namespace Ichni
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private void Start()
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{
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var f0 = ElementFolder.GenerateElement("Folder", null);
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var dis0 = Displacement.GenerateElement("Displacement-0", f0,
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new FlexibleFloat(),
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new FlexibleFloat(new List<AnimatedFloat>(){new (0,2,0,2, AnimationCurveType.Linear)}),
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new FlexibleFloat());
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var t0 = Track.GenerateElement("Track", f0, Vector3.left * 5f);
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t0.trackPathSubmodule = new TrackPathSubmodule();
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t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable();
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t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient();
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(t0.trackPathSubmodule).NewInitialize(t0, false, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed);
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(t0.trackTimeSubmodule as TrackTimeSubmoduleMovable).NewInitialize(t0, 0, 1, 1, AnimationCurveType.Linear);
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(t0.trackRendererSubmodule as TrackRendererSubmoduleAutoOrient).NewInitialize(t0);
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var p0 = PathNode.GeneratePathNode("PathNode-0", t0, 0, Vector3.zero, Vector3.forward, 1, Color.white);
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var p1 = PathNode.GeneratePathNode("PathNode-1", t0, 1, Vector3.one * 10f, Vector3.left, 0, Color.red);
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t0.AfterInitialize();
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t0.trackPathSubmodule = new TrackPathSubmodule(t0, Track.TrackSpaceType.Linear, Track.TrackSamplingType.TimeDistributed, false);
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t0.trackTimeSubmodule = new TrackTimeSubmoduleMovable(t0, 0, 2, 1, AnimationCurveType.Linear);
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t0.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(t0);
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var p0 = PathNode.GenerateElement("PathNode-0", t0, 0, new Vector3(-5,5,10), Vector3.forward, 1, Color.white);
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var p1 = PathNode.GenerateElement("PathNode-1", t0, 1, new Vector3(5,-5,10), Vector3.forward, 0, Color.red);
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var n0 = Tap.GenerateElement("Note-0", 1f, t0);
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var n0v = BasicNoteVisual.GenerateElement("Note-0-V", "basic", "BasicNoteTap3D", Vector3.zero, Vector3.zero, Vector3.one, n0);
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elementList.ForEach(e => e.AfterInitialize());
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}
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private void Update()
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@@ -20,20 +20,16 @@ namespace Ichni
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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loadedThemeBundleList = new List<ThemeBundle>();
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AssetBundle.UnloadAllAssetBundles(true);
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LoadAllThemeBundlesAbstract();
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//DontDestroyOnLoad(gameObject);
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LoadThemeBundle("fundamental");
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LoadThemeBundle("basic");
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}
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public T GetObject<T>(string themeBundleName, string objectName) where T : class
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{
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return loadedThemeBundleList.Find(bundle => bundle.themeBundleName == themeBundleName)?.GetObject<T>(objectName);
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@@ -10,12 +10,16 @@ namespace Ichni.RhythmGame
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{
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public static ElementFolder GenerateElement(string name, BaseElement parentElement)
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{
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ElementFolder elementFolder = LeanPool.Spawn(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
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ElementFolder elementFolder = Instantiate(EditorManager.instance.basePrefabs.elementFolder).GetComponent<ElementFolder>();
|
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||||
elementFolder.NewInitialize(name);
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elementFolder.Initialize(name);
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elementFolder.SetParent(parentElement);
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elementFolder.transformSubmodule = new TransformSubmodule(Vector3.zero, Vector3.zero, Vector3.one);
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elementFolder.transformSubmodule = new TransformSubmodule(elementFolder);
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elementFolder.timeDurationSubmodule = new TimeDurationSubmodule(elementFolder);
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//elementFolder.GenerateTab(parentElement);
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||||
elementFolder.SetTransformObserver();
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||||
return elementFolder;
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||||
}
|
||||
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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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -5,7 +5,6 @@ using Lean.Pool;
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.FeedbacksForThirdParty;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,10 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public class NoteJudgeSubmodule : SubmoduleBase
|
||||
{
|
||||
|
||||
public NoteJudgeSubmodule(BaseElement attachedElement) : base(attachedElement)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class NoteJudgeUnit
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -8,5 +8,11 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public Track track;
|
||||
public bool isUpdating;
|
||||
|
||||
public TrackSubmodule(Track track) : base(track)
|
||||
{
|
||||
this.track = track;
|
||||
isUpdating = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user