This commit is contained in:
SoulliesOfficial
2025-08-22 14:54:40 -04:00
parent 6aa498f6be
commit 70b2a43824
574 changed files with 173713 additions and 1884 deletions

View File

@@ -33,7 +33,18 @@ namespace Ichni.RhythmGame
public override void PreExecute()
{
offsetTweener = gameCameraTransform.DOBlendableLocalMoveBy(offsetValue, duration).SetEase(offsetCurve);
offsetTweener = gameCameraTransform.DOBlendableLocalMoveBy(offsetValue, duration).SetEase(offsetCurve).Play();
}
public override void Adjust()
{
}
public override void Disrupt()
{
offsetTweener?.Kill();
gameCameraTransform.DOLocalMove(Vector3.zero, 0.4f).Play();
}
public override EffectBase_BM ConvertToBM()

View File

@@ -31,7 +31,7 @@ namespace Ichni.RhythmGame
public override void PreExecute()
{
tiltTweener = gameCameraTransform.DOBlendableLocalRotateBy(tiltValue, duration, RotateMode.FastBeyond360).SetEase(tiltCurve);
tiltTweener = gameCameraTransform.DOBlendableLocalRotateBy(tiltValue, duration, RotateMode.FastBeyond360).SetEase(tiltCurve).Play();
}
public override void Adjust()
@@ -47,7 +47,7 @@ namespace Ichni.RhythmGame
public override void Disrupt()
{
tiltTweener?.Kill();
gameCameraTransform.DOLocalRotate(Vector3.zero, 0.4f);
gameCameraTransform.DOLocalRotate(Vector3.zero, 0.4f).Play();
}
}

View File

@@ -0,0 +1,273 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Ichni.RhythmGame
{
public partial class ParticleEmitter : GameElement, IHaveParticles, IHaveTimeDurationSubmodule, IHaveTransformSubmodule, IHaveColorSubmodule
{
public ParticleSystem particle { get; set; }
private IHaveParticles particlesContainer => this;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public TransformSubmodule transformSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public bool haveBaseColor => true;
public bool haveEmissionColor => true;
private List<string> themeBundleList;
private List<string> materialNameList;
public string themeBundleName;
public string materialName;
public bool prewarm;
public float playTime;
public float stopTime;
public ParticleSystemSimulationSpace simulationSpace;
public float density;
public float lifeTime;
public float speed;
public float radius;
public bool isAutoOrient;
public Vector3 particleRotation;
public static ParticleEmitter GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parentElement, string themeBundleName, string materialName,
bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace,
float density, float lifeTime, float speed, float radius,
bool isAutoOrient, Vector3 particleRotation)
{
ParticleEmitter particleEmitter = Instantiate(GameManager.instance.basePrefabs.particleEmitter, parentElement.transform)
.GetComponent<ParticleEmitter>();
particleEmitter.particle = particleEmitter.GetComponent<ParticleSystem>();
particleEmitter.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
particleEmitter.playTime = playTime;
particleEmitter.stopTime = stopTime;
particleEmitter.themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
particleEmitter.materialNameList = new List<string>();
particleEmitter.themeBundleName = themeBundleName;
particleEmitter.materialName = materialName;
particleEmitter.particlesContainer.SetParticleMaterial(themeBundleName, materialName);
particleEmitter.SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation, false);
return particleEmitter;
}
public void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace,
float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation, bool mark)
{
//这个Mark没有任何作用只是为了让解释器把interface中的函数和这个函数区分开。否则会Stackoverflow。
this.prewarm = prewarm;
this.simulationSpace = simulationSpace;
this.density = density;
this.lifeTime = lifeTime;
this.speed = speed;
this.radius = radius;
this.isAutoOrient = isAutoOrient;
this.particleRotation = particleRotation;
(this as IHaveParticles).SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation);
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
transformSubmodule = new TransformSubmodule(this);
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
}
}
public partial class ParticleEmitter
{
private void Update()
{
float songTime = GameManager.instance.songTime;
if (playTime > songTime || stopTime < songTime)
{
particle.Stop();
}
else
{
if (!particle.isPlaying)
{
particle.Play();
}
}
}
public override void Refresh()
{
base.Refresh();
ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
if (colorSubmodule.emissionEnabled)
{
particleSystemRenderer.material.EnableKeyword("_EMISSION_ON");
particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
}
else
{
particleSystemRenderer.material.DisableKeyword("_EMISSION_ON");
}
}
}
public partial class ParticleEmitter
{
public override void SaveBM()
{
matchedBM = new ParticleEmitter_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius,
isAutoOrient, particleRotation, themeBundleName, materialName);
}
}
namespace Beatmap
{
public class ParticleEmitter_BM : GameElement_BM
{
public bool prewarm = false;
public float playTime = 0f;
public float stopTime = 1f;
public ParticleSystemSimulationSpace simulationSpace;
public float density = 10;
public float lifeTime = 5;
public float speed;
public float radius;
public bool isAutoOrient = true;
public Vector3 particleRotation = Vector3.zero;
public string materialThemeBundleName = string.Empty;
public string materialName = string.Empty;
public ParticleEmitter_BM()
{
}
public ParticleEmitter_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace,
float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation,
string materialThemeBundleName, string materialName) :
base(elementName, elementGuid, tags, attachedElement)
{
this.prewarm = prewarm;
this.playTime = playTime;
this.stopTime = stopTime;
this.simulationSpace = simulationSpace;
this.density = density;
this.lifeTime = lifeTime;
this.speed = speed;
this.radius = radius;
this.isAutoOrient = isAutoOrient;
this.particleRotation = particleRotation;
this.materialThemeBundleName = materialThemeBundleName;
this.materialName = materialName;
}
public override void ExecuteBM()
{
matchedElement = ParticleEmitter.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), materialThemeBundleName, materialName,
prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius,
isAutoOrient, particleRotation);
}
}
}
public interface IHaveParticles
{
public ParticleSystem particle { get; set; }
public virtual void SetParticleMaterial(string themeBundleName, string materialName)
{
Material material = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, materialName);
if (material == null)
{
material = ThemeBundleManager.instance.GetObject<Material>("basic", "Basic_Track_Default");
}
Renderer particleRenderer = particle.GetComponent<Renderer>();
particleRenderer.material = Object.Instantiate(material);
particleRenderer.InitializeShader();
}
public virtual void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace, float density, float lifeTime,
float speed, float radius, bool isAutoOrient, Vector3 particleRotation)
{
SetPrewarm(prewarm);
SetSimulationSpace(simulationSpace);
SetDensity(density);
SetLifeTime(lifeTime);
SetSpeed(speed);
SetRadius(radius);
SetAlignment(isAutoOrient, particleRotation);
}
public void SetPrewarm(bool prewarm)
{
var mainModule = particle.main;
mainModule.prewarm = prewarm;
}
public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace)
{
var mainModule = particle.main;
mainModule.simulationSpace = simulationSpace;
}
public void SetDensity(float density)
{
var emission = particle.emission;
emission.rateOverTime = density;
}
public void SetLifeTime(float lifeTime)
{
var mainModule = particle.main;
mainModule.startLifetime = lifeTime;
}
public void SetSpeed(float speed)
{
var mainModule = particle.main;
mainModule.startSpeed = speed;
}
public void SetRadius(float radius)
{
var shapeModule = particle.shape;
shapeModule.radius = radius;
}
public void SetAlignment(bool isAutoOrient, Vector3 particleRotation = default)
{
ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
var mainModule = particle.main;
if (isAutoOrient)
{
particleSystemRenderer.alignment = ParticleSystemRenderSpace.View;
mainModule.startRotation3D = false; // 禁用3D旋转
}
else
{
particleSystemRenderer.alignment = ParticleSystemRenderSpace.Local;
mainModule.startRotation3D = true; // 启用3D旋转
SetParticleRotation(particleRotation);
}
}
public void SetParticleRotation(Vector3 particleRotation)
{
Vector3 vector3Rotation = particleRotation * Mathf.Deg2Rad;
var mainModule = particle.main;
mainModule.startRotationX = vector3Rotation.x;
mainModule.startRotationY = vector3Rotation.y;
mainModule.startRotationZ = vector3Rotation.z;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0bd980b161a6b6143b2ed58e3184d499
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -43,7 +43,6 @@ namespace Ichni.RhythmGame
{
float x = Mathf.Lerp(Screen.width, bottomX, intensityCurve.Evaluate(effectProgressPercent));
float y = Mathf.Lerp(Screen.height, bottomY, intensityCurve.Evaluate(effectProgressPercent));
//Debug.Log(x + ", " + y);
GameManager.instance.postProcessingManager.SetPixelateStrength(x,y);
}
@@ -52,6 +51,8 @@ namespace Ichni.RhythmGame
{
GameManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
GameManager.instance.postProcessingManager.SetFeatureActive(false);
Debug.Log("PixelateEffect Adjusted");
}
public override EffectBase_BM ConvertToBM()