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ichni_Official/Assets/Scripts/Game/GameElements/Essential/SubstantialObject.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
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using UniRx;
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using UnityEngine;
namespace Ichni.RhythmGame
{
public abstract class SubstantialObject : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveColorSubmodule
{
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#region [] Theme Details
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public string themeBundleName, objectName;
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#endregion
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#region [] Submodules
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public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public virtual bool haveEmission => false;
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#endregion
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#region [] Lifecycle & Factory
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public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
string themeBundleName, string objectName, GameElement parentElement)
{
GameObject themeBundleObject = ThemeBundleManager.instance.GetObject<GameObject>(themeBundleName, objectName);
SubstantialObject substantialObject = Instantiate(themeBundleObject, parentElement.transform).GetComponent<SubstantialObject>();
substantialObject.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
substantialObject.themeBundleName = themeBundleName;
substantialObject.objectName = objectName;
substantialObject.FirstSetUpObject(isFirstGenerated);
return substantialObject;
}
/// <summary>
/// 初次生成继承自SubstantialObject的对象时生成方法必然使用SubstantialObject中的GenerateElement方法。
/// 因此对于需要进行特殊处理的子类需要重写FirstSetUpObject方法。
/// 在读取Beatmap时生成物体则使用子类本身的GenerateElement方法。
/// </summary>
public virtual void FirstSetUpObject(bool isFirstGenerated)
{
}
public override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
}
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#endregion
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}
}