同步
This commit is contained in:
@@ -0,0 +1,108 @@
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using System;
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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.ThemeBundles.Basic
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{
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/// <summary>
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/// 自定义 2D 形状环境物体,支持从 AssetBundle 动态加载 Sprite,
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/// 并通过 ColorSubmodule 同步颜色。接入了 DirtyMark 集中刷新机制。
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/// </summary>
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public class Custom2DShape : EnvironmentObject
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{
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#region [暴露属性字段] Exposed Fields
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public string spriteName = "None";
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public SpriteRenderer spriteRenderer;
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#endregion
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#region [生命周期与工厂] Lifecycle & Factory
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public static Custom2DShape GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
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bool isStatic, string spriteName)
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{
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// 通过 EnvironmentObject.GenerateElement 创建 GameObject 并获取组件
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Custom2DShape obj = EnvironmentObject.GenerateElement(elementName, id, tags,
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isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<Custom2DShape>();
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obj.spriteName = spriteName;
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return obj;
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}
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public override void FirstSetUpObject(bool isFirstGenerated)
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{
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if (spriteRenderer == null)
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spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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UpdateSprite();
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Refresh();
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}
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// 响应由 PropertyAnimation 触发的延迟刷新
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public override void OnDirtyRefresh(Dictionary<string, bool> flags)
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{
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Refresh();
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}
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#endregion
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#region [效果核心逻辑] Core Effect Logic
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/// <summary>
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/// 从当前 ThemeBundle 获取 Sprite 资源
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/// </summary>
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public void UpdateSprite()
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{
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if (spriteRenderer != null && !string.IsNullOrEmpty(spriteName) && spriteName != "None")
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{
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// 通过 ThemeBundleManager 获取 Sprite
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Sprite sp = ThemeBundleManager.instance.GetObject<Sprite>(themeBundleName, spriteName);
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if (sp != null)
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{
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spriteRenderer.sprite = sp;
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}
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else
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{
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Debug.LogWarning($"[Custom2DShape] 无法在包 '{themeBundleName}' 中找到 Sprite: {spriteName}");
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}
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}
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}
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public override void Refresh()
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{
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// 同步 ColorSubmodule 的颜色状态
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base.Refresh();
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if (spriteRenderer != null)
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{
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spriteRenderer.color = colorSubmodule.currentBaseColor;
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}
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}
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#endregion
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#region [继承接口实现] Inherited Logic overrides
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// 如果有特定的子物体需要刷新逻辑,可在此重载
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#endregion
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}
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namespace Beatmap
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{
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[System.Serializable]
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public class Custom2DShape_BM : EnvironmentObject_BM
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{
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public string spriteName = "None";
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public Custom2DShape_BM() { }
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public Custom2DShape_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
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string themeBundleName, string objectName, bool isStatic, string spriteName)
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: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
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{
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this.spriteName = spriteName;
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}
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public override void ExecuteBM()
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{
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matchedElement = Custom2DShape.GenerateElement(elementName, elementGuid, tags, false,
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, spriteName);
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: da3b1e646ff0d1f4f9fe88d5fd6b244f
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@@ -44,7 +44,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 3000
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m_CustomRenderQueue: 3100
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stringTagMap: {}
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disabledShaderPasses:
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- Distortion
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@@ -192,9 +192,9 @@ Material:
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- _W9ParticleShaderColorChannelFlag: 3
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@@ -44,7 +44,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 2100
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m_CustomRenderQueue: 3100
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stringTagMap: {}
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disabledShaderPasses:
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- Distortion
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@@ -390,7 +390,7 @@ Material:
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@@ -45,7 +45,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 2100
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m_CustomRenderQueue: 3100
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stringTagMap: {}
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disabledShaderPasses:
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- Distortion
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@@ -391,7 +391,7 @@ Material:
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@@ -30,7 +30,7 @@ Material:
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m_LightmapFlags: 4
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m_CustomRenderQueue: 3000
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m_CustomRenderQueue: 3001
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stringTagMap: {}
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disabledShaderPasses:
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- MOTIONVECTORS
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@@ -29,7 +29,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 1
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m_CustomRenderQueue: 3001
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stringTagMap: {}
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m_LockedProperties:
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@@ -44,7 +44,7 @@ Material:
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m_LightmapFlags: 4
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 2100
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stringTagMap: {}
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disabledShaderPasses:
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- Distortion
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@@ -250,10 +250,10 @@ Material:
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m_Floats:
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@@ -304,7 +304,7 @@ Material:
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- _Comparison: 8
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@@ -482,7 +482,7 @@ Material:
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@@ -559,7 +559,7 @@ Material:
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- _PolarCordinateOnlySpecialFunciton_Toggle: 0
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@@ -734,7 +734,7 @@ Material:
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@@ -44,7 +44,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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stringTagMap: {}
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disabledShaderPasses:
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- Distortion
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@@ -559,7 +559,7 @@ Material:
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@@ -0,0 +1,480 @@
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%YAML 1.1
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version: 7
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GameObject:
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@@ -19,7 +19,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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--- !u!4 &4482406025583957375
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Transform:
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m_ObjectHideFlags: 0
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@@ -29,8 +29,8 @@ Transform:
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m_GameObject: {fileID: 3179206436116495739}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1000, y: 1000, z: 1000}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalScale: {x: 999, y: 999, z: 999}
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m_Father: {fileID: 0}
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@@ -42,7 +42,7 @@ MeshRenderer:
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heightFogGlobal: {fileID: 0}
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fogIntensity: 0
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fogColorStartR: 0.5
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fogColorStartG: 0.75
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fogColorStartB: 1
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fogColorStartA: 1
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fogColorEndR: 0.75
|
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fogColorEndG: 1
|
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fogColorEndB: 1.25
|
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fogColorEndA: 1
|
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fogColorStart: {r: 0.5, g: 0.75, b: 1, a: 1}
|
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fogColorEnd: {r: 0.75, g: 1, b: 1.25, a: 1}
|
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fogColorStartIntensity: 0
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fogColorEndIntensity: 0
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fogColorDuo: 0
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skyboxFogIntensity: 0
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skyboxFogHeight: 0
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@@ -3,5 +3,5 @@ guid: b311dfab61c10f8429f6b9c87d141200
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleName: departure_to_multiverse
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assetBundleVariant:
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@@ -3,5 +3,5 @@ guid: 177dc70e788a45a44a2b13c19615ef70
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleName: departure_to_multiverse
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assetBundleVariant:
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||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
{
|
||||
@@ -8,29 +9,38 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
public class DTMGlobalFog_BM : EnvironmentObject_BM
|
||||
{
|
||||
public float fogIntensity = 1f;
|
||||
public float fogColorStartR = 0.5f, fogColorStartG = 0.75f, fogColorStartB = 1.0f, fogColorStartA = 1.0f;
|
||||
public float fogColorEndR = 0.75f, fogColorEndG = 1.0f, fogColorEndB = 1.25f, fogColorEndA = 1.0f;
|
||||
|
||||
// 新字段(新存档使用)
|
||||
public Color fogColorStart = new Color(0.5f, 0.75f, 1f, 1f);
|
||||
public Color fogColorEnd = new Color(0.75f, 1f, 1.25f, 1f);
|
||||
public float fogColorStartIntensity = 0f;
|
||||
public float fogColorEndIntensity = 0f;
|
||||
|
||||
// 旧字段(保留以兼容旧存档 JSON 反序列化)
|
||||
public float fogColorStartR = -1f, fogColorStartG = -1f, fogColorStartB = -1f, fogColorStartA = -1f;
|
||||
public float fogColorEndR = -1f, fogColorEndG = -1f, fogColorEndB = -1f, fogColorEndA = -1f;
|
||||
public float fogColorDuo = 0f;
|
||||
|
||||
public float skyboxFogIntensity = 1f;
|
||||
public float skyboxFogHeight = 1f;
|
||||
public float skyboxFogFalloff = 1f;
|
||||
public float skyboxFogFalloff = 8f;
|
||||
public float skyboxFogOffset = 0f;
|
||||
public float skyboxFogBottom = 0f;
|
||||
public float skyboxFogFill = 0f;
|
||||
|
||||
public DTMGlobalFog_BM()
|
||||
{
|
||||
|
||||
}
|
||||
public float skyboxFogFill = 1f;
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
// 向后兼容:如果旧版 float 字段有有效值(>=0),则从旧字段构建 Color(覆盖新字段默认值)
|
||||
if (fogColorStartR >= 0f)
|
||||
fogColorStart = new Color(fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA);
|
||||
if (fogColorEndR >= 0f)
|
||||
fogColorEnd = new Color(fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA);
|
||||
|
||||
matchedElement = DTMGlobalFog.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
||||
fogIntensity,
|
||||
fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA,
|
||||
fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA,
|
||||
fogColorStart, fogColorEnd,
|
||||
fogColorStartIntensity, fogColorEndIntensity,
|
||||
fogColorDuo,
|
||||
skyboxFogIntensity, skyboxFogHeight,
|
||||
skyboxFogFalloff, skyboxFogOffset,
|
||||
|
||||
@@ -22,9 +22,37 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
public float outerBorderColorA = 1f;
|
||||
public float outerBorderWidth = 0.02f;
|
||||
|
||||
public float fadeFar = 100f;
|
||||
public float fadeNear = 20f;
|
||||
|
||||
public DTMRandomGridFloor_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public DTMRandomGridFloor_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
|
||||
string themeBundleName, string objectName, bool isStatic,
|
||||
float patternSizeX, float patternSizeY, float gridDensity,
|
||||
float timeAngle, float stepA, float stepB,
|
||||
bool enableOuterBorder, Color outerColor, float outerBorderWidth,
|
||||
float fadeFar = 100f, float fadeNear = 20f)
|
||||
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
|
||||
{
|
||||
this.patternSizeX = patternSizeX;
|
||||
this.patternSizeY = patternSizeY;
|
||||
this.gridDensity = gridDensity;
|
||||
this.timeAngle = timeAngle;
|
||||
this.stepA = stepA;
|
||||
this.stepB = stepB;
|
||||
|
||||
this.enableOuterBorder = enableOuterBorder;
|
||||
this.outerBorderColorR = outerColor.r;
|
||||
this.outerBorderColorG = outerColor.g;
|
||||
this.outerBorderColorB = outerColor.b;
|
||||
this.outerBorderColorA = outerColor.a;
|
||||
|
||||
this.outerBorderWidth = outerBorderWidth;
|
||||
this.fadeFar = fadeFar;
|
||||
this.fadeNear = fadeNear;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
@@ -35,7 +63,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
||||
patternSizeX, patternSizeY, gridDensity,
|
||||
timeAngle, stepA, stepB,
|
||||
enableOuterBorder, outerColor, outerBorderWidth);
|
||||
enableOuterBorder, outerColor, outerBorderWidth,
|
||||
fadeFar, fadeNear);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,11 +24,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
public float fadeNear = 20f;
|
||||
public float tubeRadius = 10f;
|
||||
|
||||
public DTMRandomGridTube_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = DTMRandomGridTube.GenerateElement(elementName, elementGuid, tags, false,
|
||||
|
||||
@@ -38,11 +38,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
public float fogPower = 0.5f;
|
||||
public float fogContrast = 40f;
|
||||
|
||||
public DTMStarrySkybox_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = DTMStarrySkybox.GenerateElement(
|
||||
|
||||
@@ -1,28 +1,26 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
{
|
||||
|
||||
public partial class DTMTrail_BM : EnvironmentObject_BM
|
||||
public partial class DTMTrail_BM : EnvironmentObject_BM
|
||||
{
|
||||
public FlexibleFloat_BM visibleTimeLength;
|
||||
public FlexibleBool_BM enableTimes;
|
||||
public float enableProcessTime = 0.5f;
|
||||
public float headSize = 1f;
|
||||
public FlexibleFloat_BM headRotateSpeed;
|
||||
public AnimationCurve widthCurve;
|
||||
public Gradient trailAlphaGradient;
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
public FlexibleFloat_BM visibleTimeLength;
|
||||
public FlexibleBool_BM enableTimes;
|
||||
public float enableProcessTime = 0.5f;
|
||||
public float headSize = 1f;
|
||||
|
||||
public FlexibleFloat_BM headRotateSpeed;
|
||||
|
||||
public DTMTrail_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
matchedElement = DTMTrail.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, visibleTimeLength?.ConvertToGameType(),
|
||||
enableTimes.ConvertToGameType(), headRotateSpeed?.ConvertToGameType(), enableProcessTime, headSize);
|
||||
}
|
||||
matchedElement = DTMTrail.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, visibleTimeLength?.ConvertToGameType(),
|
||||
enableTimes?.ConvertToGameType(), headRotateSpeed?.ConvertToGameType(), enableProcessTime, headSize,
|
||||
widthCurve, trailAlphaGradient);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,14 +7,22 @@ using FogMode = AtmosphericHeightFog.FogMode;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
public class DTMGlobalFog : EnvironmentObject
|
||||
public partial class DTMGlobalFog : EnvironmentObject
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
public HeightFogGlobal heightFogGlobal;
|
||||
|
||||
public float fogIntensity;
|
||||
public float fogColorStartR = 0.5f, fogColorStartG = 0.75f, fogColorStartB = 1f, fogColorStartA = 1f;
|
||||
public float fogColorEndR = 0.75f, fogColorEndG = 1f, fogColorEndB = 1.25f, fogColorEndA = 1f;
|
||||
|
||||
// 新字段:使用 Color + 发光强度(HDR)
|
||||
public Color fogColorStart = new Color(0.5f, 0.75f, 1f, 1f);
|
||||
public Color fogColorEnd = new Color(0.75f, 1f, 1.25f, 1f);
|
||||
public float fogColorStartIntensity = 0f;
|
||||
public float fogColorEndIntensity = 0f;
|
||||
|
||||
// 旧字段:保留以兼容旧版存档(由 BM 层 fallback 时使用)
|
||||
[System.NonSerialized] public float fogColorStartR = 0.5f, fogColorStartG = 0.75f, fogColorStartB = 1f, fogColorStartA = 1f;
|
||||
[System.NonSerialized] public float fogColorEndR = 0.75f, fogColorEndG = 1f, fogColorEndB = 1.25f, fogColorEndA = 1f;
|
||||
public float fogColorDuo;
|
||||
|
||||
public float skyboxFogIntensity;
|
||||
@@ -30,8 +38,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic,
|
||||
float fogIntensity,
|
||||
float fogColorStartR, float fogColorStartG, float fogColorStartB, float fogColorStartA,
|
||||
float fogColorEndR, float fogColorEndG, float fogColorEndB, float fogColorEndA,
|
||||
Color fogColorStart, Color fogColorEnd,
|
||||
float fogColorStartIntensity, float fogColorEndIntensity,
|
||||
float fogColorDuo,
|
||||
float skyboxFogIntensity, float skyboxFogHeight,
|
||||
float skyboxFogFalloff, float skyboxFogOffset,
|
||||
@@ -41,19 +49,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMGlobalFog>();
|
||||
|
||||
globalFog.fogIntensity = fogIntensity;
|
||||
|
||||
globalFog.fogColorStartR = fogColorStartR;
|
||||
globalFog.fogColorStartG = fogColorStartG;
|
||||
globalFog.fogColorStartB = fogColorStartB;
|
||||
globalFog.fogColorStartA = fogColorStartA;
|
||||
|
||||
globalFog.fogColorEndR = fogColorEndR;
|
||||
globalFog.fogColorEndG = fogColorEndG;
|
||||
globalFog.fogColorEndB = fogColorEndB;
|
||||
globalFog.fogColorEndA = fogColorEndA;
|
||||
|
||||
globalFog.fogColorStart = fogColorStart;
|
||||
globalFog.fogColorEnd = fogColorEnd;
|
||||
globalFog.fogColorStartIntensity = fogColorStartIntensity;
|
||||
globalFog.fogColorEndIntensity = fogColorEndIntensity;
|
||||
globalFog.fogColorDuo = fogColorDuo;
|
||||
|
||||
globalFog.skyboxFogIntensity = skyboxFogIntensity;
|
||||
globalFog.skyboxFogHeight = skyboxFogHeight;
|
||||
globalFog.skyboxFogFalloff = skyboxFogFalloff;
|
||||
@@ -64,15 +64,15 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
return globalFog;
|
||||
}
|
||||
|
||||
public override void FirstSetUpObject(bool isFirstGenerated)
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
if (heightFogGlobal == null)
|
||||
{
|
||||
heightFogGlobal = GetComponentInChildren<HeightFogGlobal>();
|
||||
heightFogGlobal = GetComponent<HeightFogGlobal>();
|
||||
heightFogGlobal.mainCamera = GameManager.Instance.cameraManager.gameCamera.cam;
|
||||
heightFogGlobal.mainDirectional = GameObject.Find("Directional Light")?.GetComponent<Light>();
|
||||
}
|
||||
|
||||
// Ensure fog mode is set to script settings so it accepts our overrides
|
||||
if (heightFogGlobal != null)
|
||||
{
|
||||
heightFogGlobal.fogMode = FogMode.UseScriptSettings;
|
||||
@@ -88,15 +88,17 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
#endregion
|
||||
|
||||
#region [效果核心逻辑] Core Effect Logic
|
||||
private void UpdateFogProperties()
|
||||
public void UpdateFogProperties()
|
||||
{
|
||||
if (heightFogGlobal == null) return;
|
||||
|
||||
heightFogGlobal.fogIntensity = fogIntensity;
|
||||
heightFogGlobal.fogColorStart = new Color(fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA);
|
||||
heightFogGlobal.fogColorEnd = new Color(fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA);
|
||||
|
||||
|
||||
// 使用 HDR 颜色(base color * 2^intensity)
|
||||
heightFogGlobal.fogColorStart = fogColorStart * Mathf.Pow(2, fogColorStartIntensity);
|
||||
heightFogGlobal.fogColorEnd = fogColorEnd * Mathf.Pow(2, fogColorEndIntensity);
|
||||
heightFogGlobal.fogColorDuo = fogColorDuo;
|
||||
|
||||
heightFogGlobal.skyboxFogIntensity = skyboxFogIntensity;
|
||||
heightFogGlobal.skyboxFogHeight = skyboxFogHeight;
|
||||
heightFogGlobal.skyboxFogFalloff = skyboxFogFalloff;
|
||||
|
||||
@@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
public class DTMRandomGridFloor : EnvironmentObject
|
||||
public partial class DTMRandomGridFloor : EnvironmentObject
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
public float patternSizeX;
|
||||
@@ -19,6 +19,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
public Color outerBorderColor;
|
||||
public float outerBorderWidth;
|
||||
|
||||
public float fadeFar = 100f;
|
||||
public float fadeNear = 20f;
|
||||
|
||||
public Renderer meshRenderer;
|
||||
#endregion
|
||||
|
||||
@@ -30,7 +33,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
float timeAngle, float stepA, float stepB,
|
||||
bool enableOuterBorder,
|
||||
Color outerBorderColor,
|
||||
float outerBorderWidth)
|
||||
float outerBorderWidth,
|
||||
float fadeFar = 100f,
|
||||
float fadeNear = 20f)
|
||||
{
|
||||
DTMRandomGridFloor randomGridFloor = EnvironmentObject.GenerateElement(elementName, id, tags,
|
||||
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMRandomGridFloor>();
|
||||
@@ -45,6 +50,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
randomGridFloor.enableOuterBorder = enableOuterBorder;
|
||||
randomGridFloor.outerBorderColor = outerBorderColor;
|
||||
randomGridFloor.outerBorderWidth = outerBorderWidth;
|
||||
randomGridFloor.fadeFar = fadeFar;
|
||||
randomGridFloor.fadeNear = fadeNear;
|
||||
|
||||
return randomGridFloor;
|
||||
}
|
||||
@@ -54,7 +61,12 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
if (meshRenderer == null)
|
||||
meshRenderer = GetComponentInChildren<Renderer>();
|
||||
|
||||
meshRenderer.InitializeShader(); // 实例化材质 / Instantiate material
|
||||
meshRenderer.InitializeShader(); // 实例化材质
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
UpdateMaterialProperties();
|
||||
}
|
||||
|
||||
@@ -91,7 +103,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
mat.SetColor("_OuterBorderColor", outerBorderColor);
|
||||
mat.SetFloat("_OuterBorderWidth", outerBorderWidth);
|
||||
|
||||
// Base Color and Alpha Sync (Unity Color -> HDR)
|
||||
mat.SetFloat("_FadeFar", fadeFar);
|
||||
mat.SetFloat("_FadeNear", fadeNear);
|
||||
|
||||
mat.SetColor("_Color0", colorSubmodule.currentBaseColor);
|
||||
}
|
||||
}
|
||||
@@ -99,7 +113,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
// Sync environment color changes
|
||||
if (meshRenderer != null)
|
||||
{
|
||||
meshRenderer.material.SetColor("_Color0", colorSubmodule.currentBaseColor);
|
||||
|
||||
@@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
public class DTMRandomGridTube : EnvironmentObject
|
||||
public partial class DTMRandomGridTube : EnvironmentObject
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
public float patternSizeX = 2.0f;
|
||||
@@ -66,10 +66,15 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
if (meshRenderer != null)
|
||||
{
|
||||
meshRenderer.InitializeShader(); // 实例化材质 / Instantiate material
|
||||
UpdateMaterialProperties();
|
||||
}
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
UpdateMaterialProperties();
|
||||
}
|
||||
|
||||
public override void OnDirtyRefresh(Dictionary<string, bool> flags)
|
||||
{
|
||||
UpdateMaterialProperties();
|
||||
@@ -98,18 +103,17 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
mat.SetFloat("_FadeNear", fadeNear);
|
||||
mat.SetFloat("_TubeRadius", tubeRadius);
|
||||
|
||||
// Sync color mapped from unified generic submodule
|
||||
mat.SetColor("_Color0", colorSubmodule.currentBaseColor);
|
||||
// 圆管使用发光颜色(HDR)
|
||||
mat.SetColor("_Color0", colorSubmodule.GetCurrentEmissionColor());
|
||||
}
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
// Sync environment color changes
|
||||
if (meshRenderer != null && meshRenderer.material != null)
|
||||
{
|
||||
meshRenderer.material.SetColor("_Color0", colorSubmodule.currentBaseColor);
|
||||
meshRenderer.material.SetColor("_Color0", colorSubmodule.GetCurrentEmissionColor());
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
/// 游星空天空盒环境物体,加载 DTM_Skybox_Starry 材质并将其设置为场景天空盒,
|
||||
/// 同时暴露天空盒 Shader 的全量参数以接受 PropertyAnimation 动态控制。
|
||||
/// </summary>
|
||||
public class DTMStarrySkybox : EnvironmentObject
|
||||
public partial class DTMStarrySkybox : EnvironmentObject
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
|
||||
@@ -28,7 +28,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
public float starSize = 75f;
|
||||
public Color starColor = Color.white;
|
||||
public bool preventStarsInFrontOfSun = true;
|
||||
// 通过 ThemeBundle 字符串名称查找贴图
|
||||
public string starMapTextureName = "None";
|
||||
|
||||
// --- Sun Mask ---
|
||||
@@ -135,9 +134,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
|
||||
// -- Sky --
|
||||
skyboxMaterial.SetColor("_SkyColor", skyColor);
|
||||
skyboxMaterial.SetColor("_Horizon", horizon);
|
||||
skyboxMaterial.SetColor("_HorizonColor", horizon);
|
||||
skyboxMaterial.SetFloat("_HorizonStrength", horizonStrength);
|
||||
skyboxMaterial.SetFloat("_HorizonSkyHeight", horizonSkyHeight);
|
||||
skyboxMaterial.SetFloat("_HorizonHeight", horizonSkyHeight);
|
||||
|
||||
// -- Stars --
|
||||
skyboxMaterial.SetFloat("_UseStarMap", useStarMap ? 1f : 0f);
|
||||
@@ -179,6 +178,17 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
DynamicGI.UpdateEnvironment();
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
UpdateSkyboxProperties();
|
||||
|
||||
if (skyboxMaterial != null)
|
||||
{
|
||||
RenderSettings.skybox = skyboxMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
@@ -8,40 +10,57 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
public partial class DTMTrail : EnvironmentObject, IHaveTrail, IHaveInteraction
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
public GameObject headPoint, headCircle;
|
||||
public GameObject headPoint, headCircle, sparks;
|
||||
public GameObject trailBody;
|
||||
public List<Renderer> renderers = new List<Renderer>();
|
||||
public bool isHeadEnabled;
|
||||
|
||||
public List<Renderer> renderers;
|
||||
public ParticleSystem headCircleParticle;
|
||||
public TrailRenderer trailRenderer { get; set; }
|
||||
public AnimationCurve widthCurve; // trailBody 的宽度曲线,默认为常数 0.5
|
||||
public Gradient trailAlphaGradient; // trailBody 的渐变,只控制 Alpha,Color 必须为白色
|
||||
|
||||
public FlexibleFloat visibleTimeLength;
|
||||
public FlexibleBool enableTimes;
|
||||
public float enableProcessTime = 0.5f;
|
||||
public float headSize = 1f;
|
||||
|
||||
public FlexibleFloat headRotateSpeed;
|
||||
|
||||
public override bool haveEmission => true;
|
||||
public FlexibleFloat visibleTimeLength; // trailBody 的可见时间长度
|
||||
public FlexibleBool enableTimes; // headPoint 和 headCircle 的启用/禁用时间
|
||||
public float enableProcessTime = 0.5f; // head 启用/禁用过程时间
|
||||
public float headSize = 1f; // head 目标大小
|
||||
public FlexibleFloat headRotateSpeed; // headCircle 的旋转速度
|
||||
|
||||
// 默认值辅助:返回常量宽度曲线(0.5 常数)
|
||||
private static AnimationCurve DefaultWidthCurve()
|
||||
{
|
||||
return AnimationCurve.Constant(0f, 1f, 0.5f);
|
||||
}
|
||||
|
||||
// 默认值辅助:返回全不透明白色渐变
|
||||
private static Gradient DefaultTrailGradient()
|
||||
{
|
||||
var g = new Gradient();
|
||||
g.SetKeys(
|
||||
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
|
||||
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
|
||||
);
|
||||
return g;
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
#region [生命周期与工厂] Lifecycle & Factory
|
||||
public static DTMTrail GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic, FlexibleFloat visibleTimeLength, FlexibleBool enableTimes, FlexibleFloat headRotateSpeed, float enableProcessTime,
|
||||
float headSize)
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic, FlexibleFloat visibleTimeLength, FlexibleBool enableTimes, FlexibleFloat headRotateSpeed, float enableProcessTime,
|
||||
float headSize, AnimationCurve widthCurve = null, Gradient trailGradient = null)
|
||||
{
|
||||
DTMTrail dtmTrail = EnvironmentObject.GenerateElement(elementName, id, tags,
|
||||
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMTrail>();
|
||||
|
||||
|
||||
dtmTrail.isHeadEnabled = false;
|
||||
dtmTrail.visibleTimeLength = visibleTimeLength;
|
||||
dtmTrail.enableTimes = enableTimes;
|
||||
dtmTrail.headRotateSpeed = headRotateSpeed;
|
||||
dtmTrail.enableProcessTime = enableProcessTime;
|
||||
dtmTrail.headSize = headSize;
|
||||
|
||||
dtmTrail.widthCurve = widthCurve ?? DefaultWidthCurve();
|
||||
dtmTrail.trailAlphaGradient = trailGradient ?? DefaultTrailGradient();
|
||||
|
||||
return dtmTrail;
|
||||
}
|
||||
|
||||
@@ -55,16 +74,32 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
|
||||
public override void FirstSetUpObject(bool isFirstGenerated)
|
||||
{
|
||||
//SetUpTweeners();
|
||||
trailRenderer = trailBody.GetComponent<TrailRenderer>();
|
||||
var rotationBySpeedModule = headCircleParticle.rotationBySpeed;
|
||||
rotationBySpeedModule.z = 0;
|
||||
|
||||
// 初始化默认值(兼容旧存档中未序列化字段)
|
||||
if (widthCurve == null || widthCurve.keys.Length == 0) widthCurve = DefaultWidthCurve();
|
||||
if (trailAlphaGradient == null) trailAlphaGradient = DefaultTrailGradient();
|
||||
|
||||
trailRenderer.widthCurve = widthCurve;
|
||||
|
||||
// 收集所有使用 BlendUnlit 的 Renderer
|
||||
renderers.Clear();
|
||||
CollectBlendUnlitRenderer(headPoint);
|
||||
CollectBlendUnlitRenderer(headCircle);
|
||||
CollectBlendUnlitRenderer(sparks);
|
||||
CollectBlendUnlitRenderer(trailBody);
|
||||
|
||||
// 实例化所有材质(避免修改共享材质)
|
||||
foreach (var rend in renderers)
|
||||
{
|
||||
rend.InitializeShader();
|
||||
}
|
||||
|
||||
sparks.gameObject.SetActive(false);
|
||||
headPoint.transform.localScale = Vector3.zero;
|
||||
headCircle.transform.localScale = Vector3.zero;
|
||||
trailRenderer.emitting = false;
|
||||
renderers.ForEach(rend => rend.InitializeShader());
|
||||
}
|
||||
|
||||
|
||||
public override void WhenStart()
|
||||
{
|
||||
base.WhenStart();
|
||||
@@ -75,15 +110,107 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
headCircle.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归收集 gameObject 及其子物体中所有使用 BlendUnlit (Soullies/BlendUnlit) 的 Renderer
|
||||
/// </summary>
|
||||
private void CollectBlendUnlitRenderer(GameObject root)
|
||||
{
|
||||
if (root == null) return;
|
||||
foreach (var rend in root.GetComponentsInChildren<Renderer>(true))
|
||||
{
|
||||
if (rend.sharedMaterial != null && rend.sharedMaterial.shader.name.Contains("BlendUnlit"))
|
||||
{
|
||||
renderers.Add(rend);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
|
||||
renderers.ForEach(rend =>
|
||||
|
||||
Color baseColor = colorSubmodule.currentBaseColor;
|
||||
|
||||
// --- 粒子系统颜色 ---
|
||||
// headPoint 和 sparks:S 降至 baseColor 的四分之一
|
||||
Color.RGBToHSV(baseColor, out float h, out float s, out float v);
|
||||
Color desaturatedColor = Color.HSVToRGB(h, s * 0.25f, v);
|
||||
desaturatedColor.a = baseColor.a;
|
||||
|
||||
if (headPoint != null)
|
||||
{
|
||||
rend.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
|
||||
rend.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
|
||||
});
|
||||
var ps = headPoint.GetComponent<ParticleSystem>();
|
||||
if (ps != null)
|
||||
{
|
||||
var main = ps.main;
|
||||
main.startColor = desaturatedColor;
|
||||
}
|
||||
}
|
||||
|
||||
if (sparks != null)
|
||||
{
|
||||
var ps = sparks.GetComponent<ParticleSystem>();
|
||||
if (ps != null)
|
||||
{
|
||||
var main = ps.main;
|
||||
main.startColor = desaturatedColor;
|
||||
}
|
||||
}
|
||||
|
||||
// headCircle:与 baseColor 完全一致
|
||||
if (headCircle != null)
|
||||
{
|
||||
var ps = headCircle.GetComponent<ParticleSystem>();
|
||||
if (ps != null)
|
||||
{
|
||||
var main = ps.main;
|
||||
main.startColor = baseColor;
|
||||
}
|
||||
}
|
||||
|
||||
// --- trailRenderer 颜色 ---
|
||||
// 以 baseColor 为固定颜色,trailAlphaGradient 只取其 Alpha 通道
|
||||
if (trailRenderer != null)
|
||||
{
|
||||
Gradient combinedGradient = BuildTrailColorGradient(baseColor, trailAlphaGradient);
|
||||
trailRenderer.colorGradient = combinedGradient;
|
||||
}
|
||||
|
||||
// --- BlendUnlit Renderer 材质属性(BaseColor + EmissionColor)---
|
||||
Color emissionColor = colorSubmodule.GetCurrentEmissionColor();
|
||||
foreach (var rend in renderers)
|
||||
{
|
||||
if (rend == null) continue;
|
||||
if (colorSubmodule.emissionEnabled)
|
||||
{
|
||||
rend.material.EnableKeyword("_EMISSION_ON");
|
||||
rend.material.SetColor("_EmissionColor", emissionColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
rend.material.DisableKeyword("_EMISSION_ON");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用 baseColor 作为固定颜色,从 alphaSource 中提取 Alpha 曲线,合成最终的 TrailRenderer Gradient
|
||||
/// </summary>
|
||||
private static Gradient BuildTrailColorGradient(Color baseColor, Gradient alphaSource)
|
||||
{
|
||||
GradientAlphaKey[] alphaKeys = alphaSource != null
|
||||
? alphaSource.alphaKeys
|
||||
: new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) };
|
||||
|
||||
GradientColorKey[] colorKeys = new GradientColorKey[]
|
||||
{
|
||||
new GradientColorKey(baseColor, 0f),
|
||||
new GradientColorKey(baseColor, 1f)
|
||||
};
|
||||
|
||||
var g = new Gradient();
|
||||
g.SetKeys(colorKeys, alphaKeys);
|
||||
return g;
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -92,31 +219,30 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
float songTime = CoreServices.TimeProvider.SongTime;
|
||||
enableTimes.UpdateFlexibleBool(songTime);
|
||||
if(enableTimes.value && !isHeadEnabled)
|
||||
if (enableTimes.value && !isHeadEnabled)
|
||||
{
|
||||
//EnableHead();
|
||||
EnableHead();
|
||||
isHeadEnabled = true;
|
||||
}
|
||||
else if(!enableTimes.value && isHeadEnabled)
|
||||
else if (!enableTimes.value && isHeadEnabled)
|
||||
{
|
||||
//DisableHead();
|
||||
DisableHead();
|
||||
isHeadEnabled = false;
|
||||
}
|
||||
|
||||
visibleTimeLength.UpdateFlexibleFloat(songTime);
|
||||
if (visibleTimeLength.animations.Count > 0)
|
||||
if (visibleTimeLength.animations.Count > 0 && trailRenderer.time != visibleTimeLength.value)
|
||||
{
|
||||
trailRenderer.time = visibleTimeLength.value;
|
||||
}
|
||||
|
||||
|
||||
if (isHeadEnabled && headRotateSpeed.animations.Count > 0)
|
||||
{
|
||||
headRotateSpeed.UpdateFlexibleFloat(songTime);
|
||||
var rotationBySpeedModule = headCircleParticle.rotationBySpeed;
|
||||
rotationBySpeedModule.z = headRotateSpeed.value;
|
||||
// headRotateSpeed 控制逻辑留待后续实现
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private Sequence enableHeadSequence;
|
||||
private Sequence disableHeadSequence;
|
||||
private Sequence headBounceSequence;
|
||||
@@ -125,7 +251,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
enableHeadSequence?.Kill(true);
|
||||
disableHeadSequence?.Kill(true);
|
||||
|
||||
|
||||
enableHeadSequence = DOTween.Sequence();
|
||||
enableHeadSequence.Append(headPoint.transform.DOScale(headSize, enableProcessTime).SetEase(Ease.OutQuad));
|
||||
enableHeadSequence.Join(headCircle.transform.DOScale(headSize, enableProcessTime).SetEase(Ease.OutQuad));
|
||||
@@ -134,6 +260,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
headPoint.gameObject.SetActive(true);
|
||||
headCircle.gameObject.SetActive(true);
|
||||
});
|
||||
enableHeadSequence.OnComplete(() => sparks.SetActive(true));
|
||||
enableHeadSequence.Play();
|
||||
}
|
||||
|
||||
@@ -141,8 +268,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
enableHeadSequence?.Kill(true);
|
||||
disableHeadSequence?.Kill(true);
|
||||
|
||||
|
||||
disableHeadSequence = DOTween.Sequence();
|
||||
disableHeadSequence.OnStart(() => sparks.SetActive(false));
|
||||
disableHeadSequence.Append(headPoint.transform.DOScale(0, enableProcessTime).SetEase(Ease.OutQuad));
|
||||
disableHeadSequence.Join(headCircle.transform.DOScale(0, enableProcessTime).SetEase(Ease.OutQuad));
|
||||
disableHeadSequence.OnComplete(() =>
|
||||
@@ -155,14 +283,14 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
|
||||
public void TriggerInteraction()
|
||||
{
|
||||
headBounceSequence?.Kill(true);
|
||||
headBounceSequence = DOTween.Sequence();
|
||||
headBounceSequence.Append(headPoint.transform.DOBlendableScaleBy(Vector3.one * 0.2f, 0.2f).SetEase(Ease.OutBack));
|
||||
headBounceSequence.Join(headCircle.transform.DOBlendableScaleBy(Vector3.one * 0.2f, 0.2f).SetEase(Ease.OutBack));
|
||||
headBounceSequence.Append(headPoint.transform.DOBlendableScaleBy(Vector3.one * -0.2f, 0.2f).SetEase(Ease.OutBack));
|
||||
headBounceSequence.Join(headCircle.transform.DOBlendableScaleBy(Vector3.one * -0.2f, 0.2f).SetEase(Ease.OutBack));
|
||||
headBounceSequence.SetAutoKill(false);
|
||||
headBounceSequence.Play();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -14,6 +14,10 @@ Shader "Soullies/DTM_RandomGridFloor"
|
||||
_StepA("Step A", Range(0, 1)) = 0.293
|
||||
_StepB("Step B", Range(0, 1)) = 0.345
|
||||
|
||||
[Header(Distance Fade)]
|
||||
_FadeFar("Fade Far (Fully Transparent)", Float) = 100.0
|
||||
_FadeNear("Fade Near (Fully Opaque)", Float) = 20.0
|
||||
|
||||
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[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
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@@ -86,6 +90,8 @@ Shader "Soullies/DTM_RandomGridFloor"
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float _TimeAngle;
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float _StepA;
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float _StepB;
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float _FadeFar;
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float _FadeNear;
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half4 _OuterBorderColor;
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float _OuterBorderWidth;
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CBUFFER_END
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@@ -202,6 +208,18 @@ Shader "Soullies/DTM_RandomGridFloor"
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finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
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#endif
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// ==========================================
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// ==========================================
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float distToCam = distance(GetCameraPositionWS(), input.positionWS);
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// When dist >= _FadeFar => fadeMask = 0 (Fully Transparent)
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// When dist <= _FadeNear => fadeMask = 1 (Fully Opaque)
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float rawFade = (distToCam - _FadeFar) / (_FadeNear - _FadeFar + 0.0001);
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float fadeMask = saturate(rawFade);
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finalAlpha *= fadeMask;
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// Apply URP Fog
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LFS
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androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
customData:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spriteCustomMetadata:
|
||||
entries: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user