架构重新设计
基本重做了所有物体和次级模块代码
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@@ -3,11 +3,12 @@ using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni.RhythmGame;
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using Ichni.RhythmGame.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class CrossTrackPoint : BaseElement
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public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
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{
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public ElementFolder trackListFolder;
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public Track nowAttachedTrack;
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@@ -16,24 +17,32 @@ namespace Ichni.RhythmGame
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public FlexibleInt trackSwitch;
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public FlexibleFloat trackPercent;
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public static CrossTrackPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated,
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ElementFolder elementFolder, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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{
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CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform).AddComponent<CrossTrackPoint>();
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point.Initialize(elementName, id, tags);
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CrossTrackPoint point = Instantiate(EditorManager.instance.basePrefabs.emptyObject, elementFolder.transform)
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.AddComponent<CrossTrackPoint>();
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point.Initialize(elementName, id, tags, isFirstGenerated);
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point.trackPositioner = point.gameObject.AddComponent<SplinePositioner>();
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point.nowAttachedTrackIndex = -1;
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point.trackListFolder = elementFolder;
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point.trackSwitch = trackSwitch;
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point.trackPercent = trackPercent;
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point.transformSubmodule = new TransformSubmodule(point);
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point.timeDurationSubmodule = new TimeDurationSubmodule(point);
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point.SetParent(elementFolder);
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return point;
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}
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protected override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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submoduleList.Add(timeDurationSubmodule);
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}
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private void Update()
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{
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if (trackPercent.animations.Count > 0)
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@@ -46,7 +55,8 @@ namespace Ichni.RhythmGame
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private void SetPoint()
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{
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if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 && trackSwitch.value < trackListFolder.trackList.Count)
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if (nowAttachedTrackIndex != trackSwitch.value && trackSwitch.value >= 0 &&
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trackSwitch.value < trackListFolder.trackList.Count)
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{
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nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
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nowAttachedTrackIndex = trackSwitch.value;
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@@ -56,28 +66,30 @@ namespace Ichni.RhythmGame
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trackPositioner.SetPercent(trackPercent.value);
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}
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}
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public partial class CrossTrackPoint
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
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matchedBM = new CrossTrackPoint_BM(elementName, elementGuid, tags,
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parentElement.matchedBM as GameElement_BM, trackSwitch, trackPercent);
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}
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}
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namespace Beatmap
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{
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public class CrossTrackPoint_BM : BaseElement_BM
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public class CrossTrackPoint_BM : GameElement_BM
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{
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public FlexibleInt trackSwitch;
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public FlexibleFloat trackPercent;
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public CrossTrackPoint_BM()
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{
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}
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public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.trackSwitch = trackSwitch;
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@@ -86,14 +98,14 @@ namespace Ichni.RhythmGame
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public override void ExecuteBM()
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{
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CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
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trackSwitch, trackPercent);
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CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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public override GameElement DuplicateBM(GameElement parent)
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{
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return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
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trackSwitch, trackPercent);
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return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
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parent as ElementFolder, trackSwitch, trackPercent);
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}
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}
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}
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