修复
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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.DepartureToMultiverse
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{
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public class DTMFramesFloor : EnvironmentObject
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{
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#region [暴露属性字段] Exposed Fields
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public float patternSizeX;
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public float patternSizeY;
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public float gridDensity;
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public float timeAngle;
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public float stepA;
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public float stepB;
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public bool enableOuterBorder;
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public Color outerBorderColor;
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public float outerBorderWidth;
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public Renderer meshRenderer;
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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 DTMFramesFloor 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,
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float patternSizeX, float patternSizeY, float gridDensity,
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float timeAngle, float stepA, float stepB,
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bool enableOuterBorder,
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Color outerBorderColor,
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float outerBorderWidth)
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{
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DTMFramesFloor framesFloor = EnvironmentObject.GenerateElement(elementName, id, tags,
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isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMFramesFloor>();
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framesFloor.patternSizeX = patternSizeX;
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framesFloor.patternSizeY = patternSizeY;
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framesFloor.gridDensity = gridDensity;
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framesFloor.timeAngle = timeAngle;
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framesFloor.stepA = stepA;
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framesFloor.stepB = stepB;
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framesFloor.enableOuterBorder = enableOuterBorder;
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framesFloor.outerBorderColor = outerBorderColor;
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framesFloor.outerBorderWidth = outerBorderWidth;
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return framesFloor;
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}
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public override void FirstSetUpObject(bool isFirstGenerated)
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{
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if (meshRenderer == null)
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meshRenderer = GetComponentInChildren<Renderer>();
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meshRenderer.InitializeShader(); // 实例化材质 / Instantiate material
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UpdateMaterialProperties();
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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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public void UpdateMaterialProperties()
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{
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if (meshRenderer != null && meshRenderer.material != null)
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{
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Material mat = meshRenderer.material;
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mat.SetVector("_PatternSize", new Vector4(patternSizeX, patternSizeY, 0, 0));
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mat.SetFloat("_GridDensity", gridDensity);
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mat.SetFloat("_TimeAngle", timeAngle);
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mat.SetFloat("_StepA", stepA);
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mat.SetFloat("_StepB", stepB);
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float borderOn = enableOuterBorder ? 1f : 0f;
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mat.SetFloat("_EnableOuterBorder", borderOn);
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if (enableOuterBorder)
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{
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mat.EnableKeyword("_OUTER_BORDER_ON");
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}
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else
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{
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mat.DisableKeyword("_OUTER_BORDER_ON");
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}
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mat.SetColor("_OuterBorderColor", outerBorderColor);
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mat.SetFloat("_OuterBorderWidth", outerBorderWidth);
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// Base Color and Alpha Sync (Unity Color -> HDR)
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mat.SetColor("_Color0", colorSubmodule.currentBaseColor);
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}
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}
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public override void Refresh()
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{
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base.Refresh();
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// Sync environment color changes
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if (meshRenderer != null)
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{
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meshRenderer.material.SetColor("_Color0", colorSubmodule.currentBaseColor);
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}
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}
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#endregion
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}
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}
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