@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
@@ -1109,5 +1110,7 @@ namespace Ichni.Editor
|
||||
return fieldVal.Equals(targetVal);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
142
Assets/Scripts/Console/consoleOnMono.cs
Normal file
142
Assets/Scripts/Console/consoleOnMono.cs
Normal file
@@ -0,0 +1,142 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Ichni;
|
||||
using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class consoleOnMono : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
if (Keyboard.current.f7Key.wasPressedThisFrame)
|
||||
{
|
||||
StartCoroutine(read());
|
||||
}
|
||||
}
|
||||
public IEnumerator read()
|
||||
{
|
||||
string path = Application.streamingAssetsPath + "/1.txt";
|
||||
string[] lines = File.ReadAllLines(path);
|
||||
Dictionary<string, ElementFolder> folders = new Dictionary<string, ElementFolder>();
|
||||
Dictionary<string, Track> tracks = new Dictionary<string, Track>();
|
||||
ElementFolder FindFolder(string id)
|
||||
{
|
||||
if (folders.ContainsKey(id))
|
||||
{
|
||||
return folders[id];
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Folder with ID {id} not found.");
|
||||
}
|
||||
}
|
||||
|
||||
TMP_Text text = LogWindow.LogText("start..", Color.yellow);
|
||||
int c = 0;
|
||||
var rootFolder = ElementFolder.GenerateElement("root", Guid.NewGuid(), new List<string>(), true, null);
|
||||
|
||||
foreach (string line in lines)
|
||||
{
|
||||
yield return null; // 每行处理后等待一帧,防止卡顿
|
||||
text.text = $"Processing line {c + 1}/{lines.Length}";
|
||||
c++;
|
||||
string[] parts = line.Split(' ');
|
||||
|
||||
switch (parts[0])
|
||||
{
|
||||
// 在 read() 协程的 foreach 循环 switch (parts[0]) 中添加:
|
||||
|
||||
case "FD": // 创建 Folder
|
||||
{
|
||||
string folderId = parts[1];
|
||||
string folderName = parts[2];
|
||||
// 调用 Ichni 引擎的生成方法 (参考项目中已有的生成逻辑)
|
||||
ElementFolder newFolder = ElementFolder.GenerateElement(folderName, Guid.NewGuid(), new List<string>(), true, rootFolder);
|
||||
folders.Add(folderId, newFolder);
|
||||
}
|
||||
break;
|
||||
|
||||
case "TR": // 仅创建轨道
|
||||
{
|
||||
string tId = parts[1];
|
||||
ElementFolder parentFolder = FindFolder(parts[2]);
|
||||
Track newTrack = Track.GenerateElement(parts[3], Guid.NewGuid(), new List<string>(), true, parentFolder);
|
||||
|
||||
newTrack.trackTimeSubmodule = new TrackTimeSubmoduleMovable(
|
||||
newTrack, float.Parse(parts[4]), float.Parse(parts[5]), float.Parse(parts[6]), (AnimationCurveType)int.Parse(parts[7])
|
||||
);
|
||||
newTrack.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(newTrack, false, 0, false, new Vector2(0, 0), new Vector2(1, 1));
|
||||
|
||||
tracks.Add(tId, newTrack); // 先加入字典,方便后续 PN 指令查找
|
||||
}
|
||||
break;
|
||||
|
||||
case "PN": // 逐个添加路径节点
|
||||
{
|
||||
string targetTrackId = parts[1];
|
||||
Track targetTrack = tracks[targetTrackId];
|
||||
Vector3 pos = new Vector3(float.Parse(parts[2]), float.Parse(parts[3]), float.Parse(parts[4]));
|
||||
|
||||
// 生成节点并挂载到轨道
|
||||
var node = PathNode.GenerateElement(pos.ToString(), Guid.NewGuid(), new List<string>(), true, targetTrack, true);
|
||||
node.transformSubmodule.originalPosition = pos;
|
||||
node.transformSubmodule.originalScale = new Vector3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
// 标记轨道需要刷新(可选:为了性能可以等所有 PN 完后再统一 Refresh)
|
||||
targetTrack.Refresh();
|
||||
}
|
||||
break;
|
||||
case "SW": // 应用旋转 (旧版相机取反)
|
||||
{
|
||||
float startTime = float.Parse(parts[2]);
|
||||
float endTime = float.Parse(parts[3]);
|
||||
int curveIndex = int.Parse(parts[4]); // 获取曲线索引
|
||||
// int curveType = int.Parse(parts[4]); // 如果有曲线系统可以应用
|
||||
|
||||
// 提取取反后的旋转数值
|
||||
Vector3 startRot = new Vector3(float.Parse(parts[5]), float.Parse(parts[6]), float.Parse(parts[7]));
|
||||
Vector3 endRot = new Vector3(float.Parse(parts[8]), float.Parse(parts[9]), float.Parse(parts[10]));
|
||||
|
||||
ElementFolder targetFolder = FindFolder(parts[1]);
|
||||
if (targetFolder == null) continue;
|
||||
if (targetFolder.childElementList.FirstOrDefault(i => i is Swirl) == null)
|
||||
{
|
||||
|
||||
Swirl.GenerateElement("swirl", Guid.NewGuid(), new List<string>(), true, targetFolder,
|
||||
new FlexibleFloat(
|
||||
new List<AnimatedFloat> { new(startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex) })
|
||||
, new FlexibleFloat(
|
||||
new List<AnimatedFloat> { new(startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex) })
|
||||
, new FlexibleFloat(
|
||||
new List<AnimatedFloat> { new(startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex) })
|
||||
);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Swirl swirl = targetFolder.childElementList.First(i => i is Swirl) as Swirl;
|
||||
swirl.eulerAngleX.Add(new AnimatedFloat(
|
||||
startTime, endTime, startRot.x, endRot.x, (AnimationCurveType)curveIndex
|
||||
));
|
||||
swirl.eulerAngleY.Add(new AnimatedFloat(
|
||||
startTime, endTime, startRot.y, endRot.y, (AnimationCurveType)curveIndex
|
||||
));
|
||||
swirl.eulerAngleZ.Add(new AnimatedFloat(
|
||||
startTime, endTime, startRot.z, endRot.z, (AnimationCurveType)curveIndex
|
||||
));
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
text.text = "Completed!";
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab1e04d0e4926e748895c81bd8791147
|
||||
guid: b21947a05ccd4a24789e2de2f396b8f8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -3,6 +3,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using Lean.Pool;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
@@ -33,7 +34,12 @@ namespace Ichni.Editor
|
||||
{
|
||||
EditorManager.instance.uiManager.mainPage.logWindow.AddLog(text, color);
|
||||
}
|
||||
|
||||
public static TMP_Text LogText(string text, Color color = default)
|
||||
{
|
||||
LogWindow logWindow = EditorManager.instance.uiManager.mainPage.logWindow;
|
||||
logWindow.AddLog(text, color);
|
||||
return logWindow.logTexts[0].logText;
|
||||
}
|
||||
private void AddLog(string text, Color color = default)
|
||||
{
|
||||
LogText logText = LeanPool.Spawn(logTextPrefab, textRect).GetComponent<LogText>();
|
||||
|
||||
@@ -55,7 +55,7 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
|
||||
SetParent(parentElement);
|
||||
EditorManager.instance.uiManager.hierarchy.GenerateTab(this, parentElement);
|
||||
if (parentElement == null || parentElement.connectedTab != null) EditorManager.instance.uiManager.hierarchy.GenerateTab(this, parentElement);
|
||||
gameObject.name = elementName;
|
||||
//GameManager.beatMapContainer.beatMapElementList.Add(this);
|
||||
//serialNumber = totalSerialNumber++;
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace Ichni.RhythmGame
|
||||
public Material skyboxMaterial;
|
||||
public string backgroundSpriteName;
|
||||
public Sprite backgroundSprite;
|
||||
|
||||
|
||||
public SkyboxSubsetter skyboxSubsetter;
|
||||
|
||||
public static BackgroundSetter GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
@@ -28,7 +28,7 @@ namespace Ichni.RhythmGame
|
||||
LogWindow.Log("There is already a Background Setter in the scene.", Color.red);
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
BackgroundSetter backgroundSetter = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
|
||||
.AddComponent<BackgroundSetter>();
|
||||
EditorManager.instance.backgroundSetter = backgroundSetter;
|
||||
@@ -39,7 +39,7 @@ namespace Ichni.RhythmGame
|
||||
backgroundSetter.backgroundSpriteName = backgroundSpriteName;
|
||||
return backgroundSetter;
|
||||
}
|
||||
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
EditorManager.instance.backgroundController.EnableBackground(!useSkybox);
|
||||
@@ -61,33 +61,79 @@ namespace Ichni.RhythmGame
|
||||
matchedBM = new BackgroundSetter_BM(elementName, elementGuid, tags, null,
|
||||
useSkybox, skyboxThemeBundleName, skyboxMaterialName, backgroundSpriteName);
|
||||
}
|
||||
// 新增:用于在 Inspector 中显示的列表数据
|
||||
[HideInInspector] private List<string> themeBundleListForSelection;
|
||||
[HideInInspector] private List<string> skyboxNameListForSelection;
|
||||
private void UpdateSelectionLists()
|
||||
{
|
||||
themeBundleListForSelection = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
|
||||
skyboxNameListForSelection = new List<string>();
|
||||
|
||||
if (!string.IsNullOrEmpty(skyboxThemeBundleName) &&
|
||||
ThemeBundleManager.instance.TryGetThemeBundle(skyboxThemeBundleName, out ThemeBundle themeBundle))
|
||||
{
|
||||
skyboxNameListForSelection = themeBundle.assetList_Material.ConvertAll(x => x.name);
|
||||
}
|
||||
}
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
Inspector inspectorMain = EditorManager.instance.uiManager.inspector; // 引用主检查器用于刷新
|
||||
|
||||
var container = inspector.GenerateContainer("Background Setter");
|
||||
var backgroundSettings = container.GenerateSubcontainer(3);
|
||||
|
||||
// 1. 开关
|
||||
var useSkyboxToggle = inspector.GenerateToggle(this, backgroundSettings, "Use Skybox", nameof(useSkybox));
|
||||
var skyboxThemeBundleField = inspector.GenerateInputField(this, backgroundSettings, "Skybox Theme Bundle", nameof(skyboxThemeBundleName));
|
||||
var skyboxMaterialNameField = inspector.GenerateInputField(this, backgroundSettings, "Skybox Material", nameof(skyboxMaterialName));
|
||||
|
||||
// 刷新可选列表
|
||||
UpdateSelectionLists();
|
||||
|
||||
// 2. 天空盒资源包下拉框 (同步 SkyboxSubsetter 逻辑)
|
||||
var themeDropdown = inspector.GenerateDropdown(this, backgroundSettings, "Skybox Theme Bundle",
|
||||
themeBundleListForSelection, nameof(skyboxThemeBundleName));
|
||||
|
||||
themeDropdown.AddListenerFunction(() =>
|
||||
{
|
||||
UpdateSelectionLists();
|
||||
inspectorMain.SetInspector(this); // 选择包后刷新 UI 以加载材质列表
|
||||
});
|
||||
|
||||
// 3. 天空盒材质下拉框 (同步 SkyboxSubsetter 逻辑)
|
||||
var materialDropdown = inspector.GenerateDropdown(this, backgroundSettings, "Skybox Material",
|
||||
skyboxNameListForSelection, nameof(skyboxMaterialName));
|
||||
|
||||
if (string.IsNullOrEmpty(skyboxThemeBundleName) || skyboxNameListForSelection.Count == 0)
|
||||
{
|
||||
materialDropdown.dropdown.interactable = false;
|
||||
}
|
||||
|
||||
// 4. 背景图片输入框 (保持原样)
|
||||
var backgroundSpriteField = inspector.GenerateInputField(this, backgroundSettings, "Background Sprite", nameof(backgroundSpriteName));
|
||||
|
||||
// 5. 应用按钮
|
||||
var applyButton = inspector.GenerateButton(this, backgroundSettings, "Apply", Refresh);
|
||||
|
||||
void SetInputFields(bool value) // 根据是否使用Skybox设置输入框的可交互性
|
||||
// 控制交互性
|
||||
void SetInputFields(bool value)
|
||||
{
|
||||
skyboxThemeBundleField.inputField.interactable = value;
|
||||
skyboxMaterialNameField.inputField.interactable = value;
|
||||
themeDropdown.dropdown.interactable = value;
|
||||
materialDropdown.dropdown.interactable = value && !string.IsNullOrEmpty(skyboxThemeBundleName);
|
||||
backgroundSpriteField.inputField.interactable = !value;
|
||||
}
|
||||
|
||||
SetInputFields(useSkybox);
|
||||
|
||||
useSkyboxToggle.AddListenerFunction(() => EditorManager.instance.backgroundController.EnableBackground(!useSkybox));
|
||||
useSkyboxToggle.AddListenerFunction(() => SetInputFields(useSkybox));
|
||||
|
||||
var generateContainer = inspector.GenerateContainer("Generate");
|
||||
useSkyboxToggle.AddListenerFunction(() =>
|
||||
{
|
||||
EditorManager.instance.backgroundController.EnableBackground(!useSkybox);
|
||||
SetInputFields(useSkybox);
|
||||
});
|
||||
|
||||
// 生成 Skybox Subsetter 的按钮部分
|
||||
var generateContainer = inspector.GenerateContainer("Advanced Controls");
|
||||
var generateSubContainer = generateContainer.GenerateSubcontainer(3);
|
||||
var generateSkyboxControllerButton = inspector.GenerateButton(this, generateSubContainer, "Skybox Controller", () =>
|
||||
inspector.GenerateButton(this, generateSubContainer, "Create Skybox Controller", () =>
|
||||
{
|
||||
if (skyboxSubsetter == null)
|
||||
{
|
||||
@@ -153,7 +199,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override GameElement DuplicateBM(GameElement attached)
|
||||
{
|
||||
return BackgroundSetter.GenerateElement(elementName, Guid.NewGuid(), tags, false, attached,
|
||||
return BackgroundSetter.GenerateElement(elementName, Guid.NewGuid(), tags, false, attached,
|
||||
useSkybox, skyboxThemeBundleName, skyboxMaterialName, backgroundSpriteName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -82,7 +82,9 @@ namespace Ichni.RhythmGame
|
||||
Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
|
||||
float size = transformSubmodule.currentScale.x;
|
||||
Color color = colorSubmodule.currentBaseColor;
|
||||
|
||||
MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
|
||||
materialPropertyBlock.SetColor("_Color", color);
|
||||
pathNodeSphere.GetComponent<Renderer>()?.SetPropertyBlock(materialPropertyBlock);
|
||||
transform.localPosition = position;
|
||||
transform.localRotation = Quaternion.LookRotation(normal);
|
||||
transform.localScale = Vector3.one * size;
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4d99b225afe249449c426683cb3e513
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,326 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame; // 假设 LeanPool 引用在这里或 Lean.Pool 命名空间
|
||||
using Lean.Pool; // 引入 LeanPool
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Ichni.Editor
|
||||
{
|
||||
[RequireComponent(typeof(MeshRenderer))]
|
||||
public class EditorGrid : MonoBehaviour
|
||||
{
|
||||
public GridController gridController;
|
||||
[Header("Camera Settings")]
|
||||
public Camera sceneCamera;
|
||||
|
||||
[Header("Grid Configuration")]
|
||||
[Tooltip("0 = XZ, 1 = XY, 2 = YZ")]
|
||||
public int gridPlane = 0;
|
||||
public float baseScale = 1f;
|
||||
public float scaleMultiplier = 1f;
|
||||
public float distanceFactor = 10f;
|
||||
|
||||
[Header("Text Settings")]
|
||||
public bool canShowPositionText;
|
||||
public bool isShowingPositionText;
|
||||
public Transform textContainer;
|
||||
public GameObject positionTextPrefab;
|
||||
|
||||
[Tooltip("启用此项可让文字在屏幕上保持固定大小")]
|
||||
public bool constantScreenSize = true;
|
||||
[Tooltip("屏幕固定大小的基准系数")]
|
||||
public float fixedTextSizeFactor => gridController != null ? gridController.fixedTextSizeFactor : 0.02f;
|
||||
|
||||
public float textUpdateFrequency = 0.1f;
|
||||
|
||||
// --- 运行时状态 ---
|
||||
private Material gridMaterial;
|
||||
private float cameraDistance;
|
||||
public float logScale;
|
||||
public float gridScale;
|
||||
|
||||
// --- 缓存与优化变量 ---
|
||||
private float lastTextUpdateTime;
|
||||
private Vector3 lastCameraPosition;
|
||||
private float lastGridScale;
|
||||
private Plane gridPlaneCache;
|
||||
private Vector2 screenCenter;
|
||||
|
||||
// 使用 Vector2Int 作为 Key,避免浮点数比较误差,同时实现 O(1) 查找
|
||||
// Key: 网格索引 (x index, z index), Value: 文本对象
|
||||
private Dictionary<Vector2Int, GameObject> activeTexts = new Dictionary<Vector2Int, GameObject>();
|
||||
|
||||
// 避免 GC 的复用容器
|
||||
private HashSet<Vector2Int> requiredIndices = new HashSet<Vector2Int>();
|
||||
private List<Vector2Int> toRemoveIndices = new List<Vector2Int>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
sceneCamera = EditorManager.instance.cameraManager.sceneCamera.sceneCamera;
|
||||
gridMaterial = GetComponent<MeshRenderer>().material;
|
||||
gridMaterial.SetFloat("_Plane", gridPlane);
|
||||
|
||||
// 设置 Shader 线宽
|
||||
float lineWidthOf3840 = 2;
|
||||
float lineWidth = lineWidthOf3840 * (Screen.width / 3840f);
|
||||
gridMaterial.SetFloat("_LineWidth", lineWidth);
|
||||
|
||||
screenCenter = new Vector2(Screen.width / 2f, Screen.height / 2f);
|
||||
UpdateGridPlaneCache();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 获取当前相机
|
||||
if (EditorManager.instance?.cameraManager?.currentCamera != null)
|
||||
sceneCamera = EditorManager.instance.cameraManager.currentCamera;
|
||||
|
||||
if (sceneCamera == null) return;
|
||||
|
||||
CalculateGridScale();
|
||||
UpdateShaderParams();
|
||||
|
||||
if (canShowPositionText && isShowingPositionText)
|
||||
{
|
||||
// 检查是否需要更新网格位置(降低频率)
|
||||
bool shouldUpdate = Time.time - lastTextUpdateTime >= textUpdateFrequency ||
|
||||
Vector3.Distance(sceneCamera.transform.position, lastCameraPosition) > gridScale * 0.5f ||
|
||||
Mathf.Abs(gridScale - lastGridScale) > 0.1f;
|
||||
|
||||
if (shouldUpdate)
|
||||
{
|
||||
UpdateTextPositions();
|
||||
lastTextUpdateTime = Time.time;
|
||||
lastCameraPosition = sceneCamera.transform.position;
|
||||
lastGridScale = gridScale;
|
||||
}
|
||||
}
|
||||
else if (activeTexts.Count > 0)
|
||||
{
|
||||
ClearAllTexts();
|
||||
}
|
||||
}
|
||||
|
||||
// 使用 LateUpdate 处理文字的朝向和缩放,防止画面抖动
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!canShowPositionText || !isShowingPositionText || activeTexts.Count == 0) return;
|
||||
|
||||
UpdateTextVisuals();
|
||||
}
|
||||
|
||||
private void CalculateGridScale()
|
||||
{
|
||||
Vector3 camPos = sceneCamera.transform.position;
|
||||
Vector3 gridPos = transform.position;
|
||||
|
||||
cameraDistance = gridPlane switch
|
||||
{
|
||||
0 => Mathf.Abs(camPos.y - gridPos.y), // XZ
|
||||
1 => Mathf.Abs(camPos.z - gridPos.z), // XY
|
||||
2 => Mathf.Abs(camPos.x - gridPos.x), // YZ
|
||||
_ => cameraDistance
|
||||
};
|
||||
|
||||
logScale = Mathf.Floor(Mathf.Log(cameraDistance / distanceFactor + 1, 4));
|
||||
gridScale = baseScale * Mathf.Pow(4, logScale) * scaleMultiplier;
|
||||
}
|
||||
|
||||
private void UpdateShaderParams()
|
||||
{
|
||||
gridMaterial.SetFloat("_GridScale", 1 / gridScale);
|
||||
gridMaterial.SetFloat("_DisappearEndDistance", 100 * gridScale);
|
||||
}
|
||||
|
||||
#region 文本逻辑 (优化版)
|
||||
|
||||
private void UpdateTextPositions()
|
||||
{
|
||||
// 每次都获取最新的屏幕中心,保证中心点始终正确
|
||||
screenCenter = new Vector2(Screen.width / 2f, Screen.height / 2f);
|
||||
// 1. 射线检测找中心点
|
||||
Ray sceneCameraRay = sceneCamera.ScreenPointToRay(screenCenter);
|
||||
if (!gridPlaneCache.Raycast(sceneCameraRay, out float enter))
|
||||
{
|
||||
ClearAllTexts();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 centerPoint = sceneCameraRay.GetPoint(enter);
|
||||
|
||||
// 距离剔除
|
||||
if (Vector3.Distance(sceneCamera.transform.position, centerPoint) > 200f) // 增加最大距离
|
||||
{
|
||||
ClearAllTexts();
|
||||
return;
|
||||
}
|
||||
|
||||
float radius = gridScale * 12f; // 可视范围半径
|
||||
float step = gridScale * 4f; // 网格步长
|
||||
|
||||
// 2. 计算当前需要的网格索引范围
|
||||
requiredIndices.Clear();
|
||||
|
||||
// 根据不同的平面,取不同的轴进行计算
|
||||
float xLocal = 0, yLocal = 0;
|
||||
switch (gridPlane)
|
||||
{
|
||||
case 0: xLocal = centerPoint.x; yLocal = centerPoint.z; break; // XZ
|
||||
case 1: xLocal = centerPoint.x; yLocal = centerPoint.y; break; // XY
|
||||
case 2: xLocal = centerPoint.y; yLocal = centerPoint.z; break; // YZ (注意轴向)
|
||||
}
|
||||
|
||||
int minX = Mathf.FloorToInt((xLocal - radius) / step);
|
||||
int maxX = Mathf.CeilToInt((xLocal + radius) / step);
|
||||
int minY = Mathf.FloorToInt((yLocal - radius) / step);
|
||||
int maxY = Mathf.CeilToInt((yLocal + radius) / step);
|
||||
|
||||
for (int x = minX; x <= maxX; x++)
|
||||
{
|
||||
for (int y = minY; y <= maxY; y++)
|
||||
{
|
||||
requiredIndices.Add(new Vector2Int(x, y));
|
||||
}
|
||||
}
|
||||
|
||||
// 3. 移除不再需要的 (差集)
|
||||
toRemoveIndices.Clear();
|
||||
foreach (var kvp in activeTexts)
|
||||
{
|
||||
if (!requiredIndices.Contains(kvp.Key))
|
||||
{
|
||||
toRemoveIndices.Add(kvp.Key);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var key in toRemoveIndices)
|
||||
{
|
||||
LeanPool.Despawn(activeTexts[key]);
|
||||
activeTexts.Remove(key);
|
||||
}
|
||||
|
||||
// 4. 生成新增的
|
||||
foreach (var index in requiredIndices)
|
||||
{
|
||||
if (!activeTexts.ContainsKey(index))
|
||||
{
|
||||
SpawnTextAt(index, step);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnTextAt(Vector2Int index, float step)
|
||||
{
|
||||
GameObject textObj = LeanPool.Spawn(positionTextPrefab, textContainer);
|
||||
|
||||
// 计算世界坐标
|
||||
Vector3 worldPos = Vector3.zero;
|
||||
float xPos = index.x * step;
|
||||
float yPos = index.y * step;
|
||||
|
||||
// 偏移量:稍微偏离网格线
|
||||
float offset = gridScale / 6f;
|
||||
|
||||
switch (gridPlane)
|
||||
{
|
||||
case 0: // XZ
|
||||
worldPos = new Vector3(xPos + offset, transform.position.y, yPos + offset);
|
||||
break;
|
||||
case 1: // XY
|
||||
worldPos = new Vector3(xPos + offset, yPos + offset, transform.position.z);
|
||||
break;
|
||||
case 2: // YZ -> 这里 index.x 对应 Y轴, index.y 对应 Z轴 (视具体需求调整)
|
||||
worldPos = new Vector3(transform.position.x, xPos + offset, yPos + offset);
|
||||
break;
|
||||
}
|
||||
|
||||
textObj.transform.position = worldPos;
|
||||
|
||||
// 设置文本内容
|
||||
TMP_Text tmp = textObj.GetComponent<TMP_Text>();
|
||||
if (tmp) tmp.text = $"({Mathf.RoundToInt(xPos)}, {Mathf.RoundToInt(yPos)})";
|
||||
|
||||
activeTexts.Add(index, textObj);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理朝向摄像机 和 动态大小
|
||||
/// </summary>
|
||||
private void UpdateTextVisuals()
|
||||
{
|
||||
Vector3 camPos = sceneCamera.transform.position;
|
||||
|
||||
foreach (var kvp in activeTexts)
|
||||
{
|
||||
GameObject obj = kvp.Value;
|
||||
if (obj == null) continue;
|
||||
|
||||
Transform t = obj.transform;
|
||||
float dist = Vector3.Distance(camPos, t.position);
|
||||
|
||||
// 1. 朝向摄像机
|
||||
t.LookAt(t.position + sceneCamera.transform.rotation * Vector3.forward,
|
||||
sceneCamera.transform.rotation * Vector3.up);
|
||||
|
||||
// 2. 动态计算大小
|
||||
if (constantScreenSize)
|
||||
{
|
||||
// 简单的透视投影公式:大小 = 距离 * 系数
|
||||
// 这样距离越远,物体本身越大,但在屏幕上看起来一样大
|
||||
float finalScale = dist * fixedTextSizeFactor;
|
||||
t.localScale = new Vector3(finalScale, finalScale, finalScale);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 原有的逻辑:随网格等级缩放
|
||||
float staticScale = gridScale * 1.5f;
|
||||
t.localScale = new Vector3(staticScale, staticScale, staticScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearAllTexts()
|
||||
{
|
||||
foreach (var obj in activeTexts.Values)
|
||||
{
|
||||
if (obj != null) LeanPool.Despawn(obj);
|
||||
}
|
||||
activeTexts.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void UpdateGridPlaneCache()
|
||||
{
|
||||
gridPlaneCache = gridPlane switch
|
||||
{
|
||||
0 => new Plane(Vector3.up, transform.position),
|
||||
1 => new Plane(Vector3.forward, transform.position),
|
||||
2 => new Plane(Vector3.right, transform.position),
|
||||
_ => new Plane(Vector3.up, transform.position)
|
||||
};
|
||||
}
|
||||
|
||||
public void SetGridPlane(int planeIndex)
|
||||
{
|
||||
gridPlane = planeIndex;
|
||||
gridMaterial.SetFloat("_Plane", gridPlane);
|
||||
UpdateGridPlaneCache();
|
||||
// 切换平面时强制刷新文字
|
||||
ClearAllTexts();
|
||||
lastTextUpdateTime = 0;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (gridMaterial != null)
|
||||
{
|
||||
if (Application.isEditor) DestroyImmediate(gridMaterial);
|
||||
else Destroy(gridMaterial);
|
||||
}
|
||||
// 场景销毁时,LeanPool 通常会自动清理,但手动清理引用是个好习惯
|
||||
activeTexts.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,77 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.Editor
|
||||
{
|
||||
public class GridController : MonoBehaviour, IBaseElement
|
||||
{
|
||||
public BaseElement_BM matchedBM { get; set; }
|
||||
|
||||
public EditorGrid yPlaneGrid;
|
||||
public EditorGrid xPlaneGrid;
|
||||
public EditorGrid zPlaneGrid;
|
||||
|
||||
[Header("State")]
|
||||
public bool yPlaneEnabled = true;
|
||||
public bool xPlaneEnabled = false;
|
||||
public bool zPlaneEnabled = false;
|
||||
public bool isYPlaneShowingPositionText = true;
|
||||
public float fixedTextSizeFactor = 0.1f;
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
RefreshPlanes();
|
||||
}
|
||||
|
||||
public void SetUpInspector()
|
||||
{
|
||||
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
|
||||
var container = inspector.GenerateContainer("Grid Controller");
|
||||
|
||||
var gridSettings = container.GenerateSubcontainer(3);
|
||||
|
||||
inspector.GenerateToggle(this, gridSettings, "Y Plane (XZ)", nameof(yPlaneEnabled))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
|
||||
inspector.GenerateToggle(this, gridSettings, "X Plane (YZ)", nameof(xPlaneEnabled))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
|
||||
inspector.GenerateToggle(this, gridSettings, "Z Plane (XY)", nameof(zPlaneEnabled))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
|
||||
inspector.GenerateToggle(this, gridSettings, "Show Y Plane Pos", nameof(isYPlaneShowingPositionText))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
inspector.GenerateInputField(this, gridSettings, "Fixed Text Size Factor", nameof(fixedTextSizeFactor))
|
||||
.AddListenerFunction(RefreshPlanes);
|
||||
}
|
||||
|
||||
private void RefreshPlanes()
|
||||
{
|
||||
SetGridState(yPlaneGrid, yPlaneEnabled, isYPlaneShowingPositionText);
|
||||
SetGridState(xPlaneGrid, xPlaneEnabled, false); // 假设其他平面暂时不显示文字
|
||||
SetGridState(zPlaneGrid, zPlaneEnabled, false);
|
||||
}
|
||||
|
||||
private void SetGridState(EditorGrid grid, bool active, bool showText)
|
||||
{
|
||||
if (grid == null) return;
|
||||
|
||||
grid.gameObject.SetActive(active);
|
||||
|
||||
if (active)
|
||||
{
|
||||
grid.canShowPositionText = showText;
|
||||
grid.isShowingPositionText = showText;
|
||||
|
||||
// 如果关闭了文字显示,立刻清理
|
||||
if (!showText)
|
||||
{
|
||||
grid.ClearAllTexts();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
94
Assets/Scripts/Gird/SimpleGridController.cs
Normal file
94
Assets/Scripts/Gird/SimpleGridController.cs
Normal file
@@ -0,0 +1,94 @@
|
||||
using System.Collections.Generic;
|
||||
using Ichni;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class SimpleGridController : MonoBehaviour
|
||||
{
|
||||
public Camera targetCamera => EditorManager.instance.cameraManager.currentCamera;
|
||||
|
||||
[Header("Settings")]
|
||||
public Material gridMaterial;
|
||||
public GameObject textPrefab; // 预制体需要挂载 TextMeshPro
|
||||
public Transform textParent;
|
||||
|
||||
[Header("Grid Logic")]
|
||||
public bool showCoordinates = true;
|
||||
public float baseGridSize = 1.0f;
|
||||
[Range(10f, 1000f)] public float drawDistance = 100f;
|
||||
|
||||
|
||||
// --- 内部状态 ---
|
||||
private MeshRenderer _renderer;
|
||||
private Material _instancedMat;
|
||||
private float _currentSpacing = 1.0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
InitMesh();
|
||||
|
||||
_renderer = GetComponent<MeshRenderer>();
|
||||
if (gridMaterial)
|
||||
{
|
||||
_instancedMat = new Material(gridMaterial);
|
||||
_renderer.material = _instancedMat;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!targetCamera) return;
|
||||
|
||||
Vector3 camPos = targetCamera.transform.position;
|
||||
|
||||
// 1. 网格跟随相机 (无限大地板)
|
||||
transform.position = new Vector3(camPos.x, 0, camPos.z);
|
||||
|
||||
// 2. 计算层级 (1m / 10m / 100m)
|
||||
CalculateGridLevel(camPos.y);
|
||||
|
||||
// 3. 更新 Shader
|
||||
if (_instancedMat)
|
||||
{
|
||||
_instancedMat.SetFloat("_GridSpacing", _currentSpacing);
|
||||
_instancedMat.SetFloat("_FadeDist", drawDistance);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void CalculateGridLevel(float camHeight)
|
||||
{
|
||||
float absH = Mathf.Abs(camHeight);
|
||||
float step = baseGridSize;
|
||||
|
||||
// 简单的自适应逻辑:根据高度决定网格密度
|
||||
if (absH > 15f) step *= 10f;
|
||||
if (absH > 150f) step *= 10f;
|
||||
|
||||
_currentSpacing = step;
|
||||
}
|
||||
|
||||
|
||||
private void InitMesh()
|
||||
{
|
||||
MeshFilter mf = GetComponent<MeshFilter>();
|
||||
Mesh mesh = new Mesh();
|
||||
// 覆盖视野的大 Quad
|
||||
float size = 2000f;
|
||||
Vector3[] vertices = new Vector3[4]
|
||||
{
|
||||
new Vector3(-size, 0, -size), new Vector3(size, 0, -size),
|
||||
new Vector3(-size, 0, size), new Vector3(size, 0, size)
|
||||
};
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = new int[6] { 0, 2, 1, 2, 3, 1 };
|
||||
mesh.uv = new Vector2[4] { Vector2.zero, Vector2.right, Vector2.up, Vector2.one };
|
||||
mesh.RecalculateBounds();
|
||||
mf.mesh = mesh;
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcf702d09b6611648a7df04aa49aa927
|
||||
guid: 7096654614f573d4b954741439d193c9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -12,6 +12,10 @@ using Ichni.Editor;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using TMPro;
|
||||
using UniRx;
|
||||
using Unity.VisualScripting;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -74,7 +78,6 @@ namespace ichni.RhythmGame // [修复] 修正命名空间首字母大写,符
|
||||
line.startColor = line.endColor = color;
|
||||
}
|
||||
|
||||
// 工具方法:刷新两个线条之间的 MeshCollider
|
||||
private void RefreshMeshCollider(LineRenderer lineA, LineRenderer lineB)
|
||||
{
|
||||
MeshCollider col = lineA.GetComponent<MeshCollider>();
|
||||
@@ -150,7 +153,7 @@ namespace ichni.RhythmGame // [修复] 修正命名空间首字母大写,符
|
||||
GameObject obj = Instantiate(EditorManager.instance.basePrefabs.emptyObject, this.transform);
|
||||
LineRenderer lr = obj.AddComponent<LineRenderer>();
|
||||
|
||||
Color color = (b % 1f <= 0.01f) ? Color.green : Color.cyan;
|
||||
Color color = (Mathf.Abs(b - Mathf.Round(b)) <= 0.01f) ? Color.green : Color.cyan;
|
||||
SetupLineRenderer(lr, p0, p1, color);
|
||||
|
||||
float bi = (trackPercent >= 1f) ? EditorManager.instance.songInformation.beatManager.GetBeatFromTime(trackTime.trackEndTime) : b;
|
||||
@@ -201,54 +204,29 @@ namespace ichni.RhythmGame // [修复] 修正命名空间首字母大写,符
|
||||
BeatLines.Add(lr);
|
||||
}
|
||||
|
||||
Color color = (b % 1f <= 0.01f) ? Color.green : Color.cyan;
|
||||
Color color = (Mathf.Abs(b - Mathf.Round(b)) <= 0.01f) ? Color.green : Color.cyan;
|
||||
SetupLineRenderer(lr, p0, p1, color, false);
|
||||
|
||||
// 同步 Beats 数组,这对 AddNote 很重要
|
||||
float bi = (trackPercent >= 1f) ? EditorManager.instance.songInformation.beatManager.GetBeatFromTime(trackTime.trackEndTime) : b;
|
||||
Beats.Add(bi < 0 ? 0f : bi);
|
||||
|
||||
index++;
|
||||
}
|
||||
|
||||
// 隐藏多余
|
||||
for (int i = index; i < BeatLines.Count; i++) BeatLines[i].gameObject.SetActive(false);
|
||||
|
||||
// 刷新 Collider
|
||||
for (int i = 0; i < index - 1; i++) RefreshMeshCollider(BeatLines[i], BeatLines[i + 1]);
|
||||
}
|
||||
// void OnDrawGizmos()
|
||||
// {
|
||||
// // 调试用,保持原样
|
||||
// if (BeatLines.Count > 0)
|
||||
// {
|
||||
// foreach (var line in BeatLines)
|
||||
// {
|
||||
// if (line != null)
|
||||
// {
|
||||
// MeshCollider collider = line.GetComponent<MeshCollider>();
|
||||
// if (collider != null && collider.sharedMesh != null)
|
||||
// {
|
||||
// Gizmos.color = new Color(0, 1, 0, 0.3f);
|
||||
// // DrawMesh 需要传入位置和旋转,因为 Mesh 数据是局部的
|
||||
// Gizmos.DrawWireMesh(collider.sharedMesh, line.transform.position, line.transform.rotation);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
public bool ForceRefresh = false;
|
||||
void Update()
|
||||
{
|
||||
if (ForceRefresh)
|
||||
{
|
||||
AdjustBeatLine();
|
||||
}
|
||||
|
||||
if (InputListener.instance.isPointerOverUI) return;
|
||||
CastRay();
|
||||
if (IsEnabled && selectedLine != null)
|
||||
{
|
||||
DetectNote();
|
||||
}
|
||||
if (ForceRefresh)
|
||||
{
|
||||
AdjustBeatLine();
|
||||
}
|
||||
|
||||
}
|
||||
public void CastRay()
|
||||
@@ -262,44 +240,30 @@ namespace ichni.RhythmGame // [修复] 修正命名空间首字母大写,符
|
||||
if (Physics.RaycastAll(ray).FirstOrDefault(h => h.collider.CompareTag("LineRenderer")).collider != null)
|
||||
{
|
||||
hit = Physics.RaycastAll(ray).First(h => h.collider.CompareTag("LineRenderer"));
|
||||
if (hit.collider.CompareTag("LineRenderer"))
|
||||
|
||||
LineRenderer hoveredLine = hit.collider.GetComponent<LineRenderer>();
|
||||
if (BeatLines.Contains(hoveredLine))
|
||||
{
|
||||
LineRenderer hoveredLine = hit.collider.GetComponent<LineRenderer>();
|
||||
|
||||
// [修复] DOTween 逻辑
|
||||
if (BeatLines.Contains(hoveredLine))
|
||||
if (Mouse.current.leftButton.wasPressedThisFrame)
|
||||
{
|
||||
if (Mouse.current.leftButton.wasPressedThisFrame)
|
||||
Debug.Log($"Clicked on line area: {hoveredLine.gameObject.name} at {hit.point}");
|
||||
}
|
||||
if (selectedLine != hoveredLine)
|
||||
{
|
||||
if (selectedLine != null)
|
||||
{
|
||||
Debug.Log($"Clicked on line area: {hoveredLine.gameObject.name} at {hit.point}");
|
||||
}
|
||||
|
||||
// 如果悬停到了新的线
|
||||
if (selectedLine != hoveredLine)
|
||||
{
|
||||
// 1. 还原上一条选中的线
|
||||
if (selectedLine != null)
|
||||
{
|
||||
// 杀掉旧的动画
|
||||
|
||||
selectedLine.startWidth = 0.05f;
|
||||
selectedLine.endWidth = 0.05f;
|
||||
}
|
||||
|
||||
// 2. 更新当前选中的线
|
||||
selectedLine = hoveredLine;
|
||||
|
||||
// 3. 对新线开启宽度的 PingPong 动画
|
||||
|
||||
selectedLine.startWidth = 0.15f;
|
||||
selectedLine.endWidth = 0.15f;
|
||||
selectedLine.startWidth = 0.05f;
|
||||
selectedLine.endWidth = 0.05f;
|
||||
}
|
||||
selectedLine = hoveredLine;
|
||||
selectedLine.startWidth = 0.15f;
|
||||
selectedLine.endWidth = 0.15f;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// [优化] 如果鼠标移到了空白处,应该停止所有高亮
|
||||
if (selectedLine != null)
|
||||
{
|
||||
selectedLine.startWidth = 0.05f;
|
||||
@@ -335,53 +299,86 @@ namespace ichni.RhythmGame // [修复] 修正命名空间首字母大写,符
|
||||
float time = EditorManager.instance.songInformation.beatManager.GetTimeFromBeat(
|
||||
Beats[BeatLines.IndexOf(selectedLine)]
|
||||
);
|
||||
Vector3 pos = new Vector3();
|
||||
NoteBase a = null;
|
||||
switch (NoteCode)
|
||||
{
|
||||
case 0:
|
||||
Tap a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time);
|
||||
|
||||
//a.noteVisual.transformSubmodule.originalPosition = new Vector3(isExpand ? (localMousePosition.x / XWidth) : 0f, 0f, 0f);
|
||||
case 0:
|
||||
a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time);
|
||||
a.noteVisual.transformSubmodule.Refresh();
|
||||
pos = a.noteVisual.transform.position;
|
||||
break;
|
||||
case 3:
|
||||
Hold b = Hold.GenerateElement("New Hold", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time, time + 0.5f);
|
||||
a = Hold.GenerateElement("New Hold", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time, time + 0.5f);
|
||||
a.noteVisual.transformSubmodule.Refresh();
|
||||
Observable.NextFrame().Subscribe(_ =>
|
||||
{
|
||||
StartCoroutine(DraggingHold((Hold)a));
|
||||
});
|
||||
|
||||
//b.noteVisual.transformSubmodule.originalPosition = new Vector3(isExpand ? (localMousePosition.x / XWidth) : 0f, 0f, 0f);
|
||||
b.noteVisual.transformSubmodule.Refresh();
|
||||
pos = b.noteVisual.transform.position;
|
||||
break;
|
||||
case 1:
|
||||
Stay c = Stay.GenerateElement("New Stay", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time);
|
||||
|
||||
//c.noteVisual.transformSubmodule.originalPosition = new Vector3(isExpand ? (localMousePosition.x / XWidth) : 0f, 0f, 0f);
|
||||
c.noteVisual.transformSubmodule.Refresh();
|
||||
pos = c.noteVisual.transform.position;
|
||||
a = Stay.GenerateElement("New Stay", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time);
|
||||
a.noteVisual.transformSubmodule.Refresh();
|
||||
break;
|
||||
case 2:
|
||||
Flick d = Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time, new List<Vector2>());
|
||||
|
||||
//d.noteVisual.transformSubmodule.originalPosition = new Vector3(isExpand ? (localMousePosition.x / XWidth) : 0f, 0f, 0f);
|
||||
d.noteVisual.transformSubmodule.Refresh();
|
||||
pos = d.noteVisual.transform.position;
|
||||
a = Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, TrackedTrack, time, new List<Vector2>());
|
||||
a.noteVisual.transformSubmodule.Refresh();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
CreateTextHint(pos, $"A Note Added");
|
||||
Observable.NextFrame().Subscribe(_ =>
|
||||
{
|
||||
CreateTextHint(a);
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
private void CreateTextHint(Vector3 worldPos, string content)
|
||||
private IEnumerator DraggingHold(Hold hold)
|
||||
{
|
||||
GameObject obj = Instantiate(EditorManager.instance.basePrefabs.emptyObject, this.transform);
|
||||
LineRenderer lr = obj.AddComponent<LineRenderer>();
|
||||
lr.startWidth = lr.endWidth = 0.05f;
|
||||
lr.positionCount = 2;
|
||||
lr.material = EditorManager.instance.basePrefabs.defaultTrailMaterial;
|
||||
lr.startColor = lr.endColor = Color.yellow;
|
||||
lr.SetPosition(0, hold.noteVisual.transform.position);
|
||||
lr.SetPosition(1, hold.noteVisual.transform.position);
|
||||
while (Keyboard.current.digit4Key.isPressed && selectedLine != null)
|
||||
|
||||
{
|
||||
yield return null;
|
||||
try
|
||||
{
|
||||
|
||||
float time = EditorManager.instance.songInformation.beatManager.GetTimeFromBeat(
|
||||
Beats[BeatLines.IndexOf(selectedLine)]
|
||||
);
|
||||
hold.holdEndTime = time < hold.exactJudgeTime ? hold.exactJudgeTime + 0.1f : time;
|
||||
hold.noteVisual.transformSubmodule.Refresh();
|
||||
lr.SetPosition(1, (selectedLine.GetPosition(0) + selectedLine.GetPosition(1)) / 2);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning(e);
|
||||
break;
|
||||
}
|
||||
}
|
||||
yield return null;
|
||||
Destroy(lr.gameObject);
|
||||
CreateTextHint(hold);
|
||||
}
|
||||
private void CreateTextHint(NoteBase noteBase)
|
||||
{
|
||||
// 1. 创建一个新的 GameObject
|
||||
string content = noteBase.elementName;
|
||||
Vector3 worldPos = noteBase.noteVisual.transform.position;
|
||||
GameObject hintObj = new GameObject("NoteHint_" + content);
|
||||
hintObj.transform.position = worldPos;
|
||||
|
||||
// 2. 添加 TextMeshPro 组件 (注意是 TextMeshPro,不是 TextMeshProUGUI)
|
||||
// 因为我们在 3D 空间生成,所以使用非 UI 版本
|
||||
TextMeshPro text = hintObj.AddComponent<TextMeshPro>();
|
||||
|
||||
// 3. 配置文字属性
|
||||
text.text = content;
|
||||
text.fontSize = 6; // 根据你的缩放调整大小
|
||||
@@ -393,6 +390,7 @@ namespace ichni.RhythmGame // [修复] 修正命名空间首字母大写,符
|
||||
|
||||
// 5. 动画效果:向上移动 1 个单位,并同时淡出
|
||||
// 1 秒后执行
|
||||
hintObj.transform.DOScale(Vector3.one * 1.2f, 1f).SetEase(Ease.OutBack).From(Vector3.zero);
|
||||
hintObj.transform.DOMoveY(worldPos.y + 1f, 1f);
|
||||
text.DOFade(0, 1f).OnComplete(() => Destroy(hintObj));
|
||||
// 7. 让文字始终面向相机 (Billboard 效果)
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace Ichni
|
||||
public EditorSettings editorSettings;
|
||||
public OperationManager operationManager;
|
||||
public BackgroundController backgroundController;
|
||||
public GridController gridController;
|
||||
public SimpleGridController gridController;
|
||||
public CameraManager cameraManager;
|
||||
public NoteManager noteManager;
|
||||
public Ichni.Editor.PostProcessingManager postProcessingManager;
|
||||
@@ -189,7 +189,15 @@ namespace Ichni
|
||||
projectInformation.SetUpInspector();
|
||||
songInformation.SetUpInspector();
|
||||
cameraManager.SetUpInspector();
|
||||
gridController.SetUpInspector();
|
||||
var oo = inspector.GenerateContainer("Grid");
|
||||
var p = oo.GenerateSubcontainer(3);
|
||||
var po = inspector.GenerateToggle(this, p, "Enable Grid", nameof(gridController) + "." + nameof(gridController.gameObject) + ".activeSelf");
|
||||
var o = inspector.GenerateInputField(p, "Grid Size", (gridController.baseGridSize * 10).ToString());
|
||||
o.AddListenerFunction(() =>
|
||||
{
|
||||
gridController.baseGridSize = float.Parse(o.inputField.text) / 10;
|
||||
});
|
||||
var c = inspector.GenerateToggle(this, p, "Show Coordinates", nameof(gridController) + "." + nameof(gridController.showCoordinates));
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user