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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@@ -1,74 +1,83 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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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 Trail : BaseElement
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public partial class Trail : GameElement, IHaveTransformSubmodule
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{
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public TrailRenderer trailRenderer;
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public Material renderMaterial;
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public float visibleTimeLength;
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public static Trail GenerateElement(string name, Guid id, List<string> tags,
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BaseElement parentElement, float visibleTimeLength, Material material = null)
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public TransformSubmodule transformSubmodule { get; set; }
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public static Trail GenerateElement(string name, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float visibleTimeLength, Material material = null)
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{
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Trail trail = Instantiate(EditorManager.instance.basePrefabs.trail).GetComponent<Trail>();
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trail.trailRenderer = trail.GetComponent<TrailRenderer>();
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trail.Initialize(name, id, tags);
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trail.Initialize(name, id, tags, isFirstGenerated);
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trail.renderMaterial =
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material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
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trail.trailRenderer.material = trail.renderMaterial;
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trail.visibleTimeLength = visibleTimeLength;
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trail.SetParent(parentElement);
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trail.transformSubmodule = new TransformSubmodule(trail);
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return trail;
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}
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protected override void SetDefaultSubmodules()
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{
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transformSubmodule = new TransformSubmodule(this);
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submoduleList.Add(transformSubmodule);
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}
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}
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public partial class Trail
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM, visibleTimeLength,
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renderMaterial);
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matchedBM = new Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
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visibleTimeLength, renderMaterial);
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}
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}
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namespace Beatmap
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{
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public class Trail_BM : BaseElement_BM
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public class Trail_BM : GameElement_BM
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{
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public float visibleTimeLength;
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public Material renderMaterial;
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public string renderMaterialName;
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public Trail_BM()
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{
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}
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public Trail_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
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float visibleTimeLength, Material renderMaterial)
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: base(elementName, elementGuid, tags, attachedElement)
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public Trail_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
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float visibleTimeLength, Material renderMaterial) : base(elementName, elementGuid, tags,
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attachedElement)
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{
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this.visibleTimeLength = visibleTimeLength;
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this.renderMaterial = renderMaterial;
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this.renderMaterialName = renderMaterial.name;
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}
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public override void ExecuteBM()
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{
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matchedElement = Trail.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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visibleTimeLength, renderMaterial);
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matchedElement = Trail.GenerateElement(elementName, elementGuid, tags,
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false, GetElement(attachedElementGuid),
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visibleTimeLength); //TODO: Implement Material
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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 Trail.GenerateElement(elementName, elementGuid, tags, parent, visibleTimeLength, renderMaterial);
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return Trail.GenerateElement(elementName, elementGuid, tags,
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false, parent, visibleTimeLength); //TODO: Implement Material
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}
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}
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}
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