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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@@ -2,23 +2,27 @@ using System;
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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.Beatmap;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class TrackHeadPoint : BaseElement
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public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
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{
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public Track track;
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public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
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public SplinePositioner trackPositioner;
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public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags, Track track)
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, Track track)
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{
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TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
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.AddComponent<TrackHeadPoint>();
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head.Initialize(elementName, id, tags);
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head.Initialize(elementName, id, tags, isFirstGenerated);
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head.track = track;
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head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
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head.trackPositioner.spline = track.trackPathSubmodule.path;
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@@ -27,6 +31,12 @@ namespace Ichni.RhythmGame
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return head;
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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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public void Update()
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{
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if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
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@@ -40,13 +50,13 @@ namespace Ichni.RhythmGame
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
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matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
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}
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}
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namespace Beatmap
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{
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public class TrackHeadPoint_BM : BaseElement_BM
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public class TrackHeadPoint_BM : GameElement_BM
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{
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public TrackHeadPoint_BM()
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{
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@@ -54,20 +64,20 @@ namespace Ichni.RhythmGame
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}
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public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement)
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GameElement_BM attachedElement)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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}
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public override void ExecuteBM()
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{
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TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
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TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track);
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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 TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
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return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
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}
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}
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}
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