同步
This commit is contained in:
@@ -5,7 +5,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public abstract partial class AnimationBase : GameElement, IHaveTimeDurationSubmodule
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public abstract partial class AnimationBase : GameElement, IHaveTimeDurationSubmodule, IScheduledElement
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{
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#region [属性和相关对象] Attributes & Related Objects
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public GameElement animatedObject;
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@@ -27,8 +27,7 @@ namespace Ichni.RhythmGame
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{
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base.AfterInitialize();
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// 【新增】受管家管控
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GameManager.Instance.animationManager.RegisterAnimation(this);
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CoreServices.UpdateScheduler.Register(UpdatePhase.Animation, this);
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float delay = GameManager.Instance.songInformation.delay;
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if (timeDurationSubmodule.CheckTimeInDuration(-delay))
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{
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@@ -36,6 +35,12 @@ namespace Ichni.RhythmGame
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}
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}
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public override void OnDelete()
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{
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base.OnDelete();
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Animation, this);
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}
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/// <summary>
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/// 更新动画
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/// </summary>
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@@ -51,10 +56,19 @@ namespace Ichni.RhythmGame
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if (timeDurationSubmodule.CheckAfterEndTime(currentSongTime))
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{
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GameManager.Instance.animationManager.UnregisterAnimation(this);
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Animation, this);
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}
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}
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#region [IScheduledElement] Scheduler Interface
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public virtual void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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ManualUpdate(songTime);
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}
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public bool IsScheduledActive => isActiveAndEnabled;
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#endregion
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/// <summary>
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/// 施加时间偏移,即移动所有Flexible参数的时间
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/// </summary>
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@@ -44,7 +44,7 @@ namespace Ichni.RhythmGame
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if (forceUpdate || fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
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{
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targetGameCamera.perspectiveAngle = fieldOfView.value;
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targetGameCamera.cam.fieldOfView = fieldOfView.value;
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targetGameCamera.RefreshFOV();
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}
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}
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@@ -1,7 +1,5 @@
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using System;
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using System.Collections;
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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
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@@ -89,32 +87,4 @@ namespace Ichni.RhythmGame
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#endregion
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}
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}
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namespace Ichni.RhythmGame.Beatmap
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{
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public class TrackGlobalColorChange_BM : AnimationBase_BM
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{
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public FlexibleFloat_BM colorR, colorG, colorB, colorA;
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public TrackGlobalColorChange_BM()
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{
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}
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public TrackGlobalColorChange_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement, FlexibleFloat_BM colorR, FlexibleFloat_BM colorG, FlexibleFloat_BM colorB, FlexibleFloat_BM colorA)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.colorR = colorR;
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this.colorG = colorG;
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this.colorB = colorB;
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this.colorA = colorA;
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}
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public override void ExecuteBM()
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{
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matchedElement = TrackGlobalColorChange.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid),
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colorR.ConvertToGameType(), colorG.ConvertToGameType(), colorB.ConvertToGameType(), colorA.ConvertToGameType());
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}
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}
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}
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@@ -45,16 +45,44 @@ namespace Ichni.RhythmGame
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public override void AfterInitialize()
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{
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base.AfterInitialize();
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// 注册 Phase 7(Effect),确保在 Track/TrackFollower(Phase 4/5)和 Note(Phase 6)
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// 全部更新完毕后再计算旋转覆盖,避免因位置尚未就绪导致的旋转抖动
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CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
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}
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public override void OnDelete()
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{
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base.OnDelete();
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
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}
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public override void ManualUpdate(float songTime, bool forceUpdate = false)
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{
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base.ManualUpdate(songTime, forceUpdate);
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// 动画结束时同步注销 Phase 7
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if (timeDurationSubmodule.CheckAfterEndTime(songTime))
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{
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
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}
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}
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#endregion
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#region [核心动画逻辑] Core Animation Logic
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void LateUpdate()
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public override void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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if (enabling.value)
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switch (phase)
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{
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(animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
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case UpdatePhase.Animation:
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base.ScheduledUpdate(phase, songTime);
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break;
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case UpdatePhase.Effect:
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// 在所有 Track/TrackFollower/Note 位置更新完毕后覆盖旋转
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if (enabling.value)
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{
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(animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
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}
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break;
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}
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}
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@@ -1,25 +1,31 @@
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 轻量级核心服务定位器,允许游戏与编辑器分别注册自己的的时间引擎
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/// 轻量级核心服务定位器,允许游戏本体与谱面编辑器分别注册自己的时间引擎。
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/// </summary>
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public static class CoreServices
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{
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public static ISongTimeProvider TimeProvider { get; set; }
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/// <summary>
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/// 集中式元素更新调度器。
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/// 所有 GameElement 子类应通过此属性访问调度器进行 Register / Unregister,
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/// 而非直接引用 EditorManager 或 GameManager。
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/// </summary>
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public static ElementUpdateScheduler UpdateScheduler { get; set; }
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}
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/// <summary>
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/// 全局时间供应器接口
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/// 无论是在游戏本体还是在谱面编辑器,一切与时间强相关的运作(特效、生成、判定)
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/// 全局时间供应器接口。
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/// 无论是在游戏本体还是在谱面编辑器,一切与时间强相关的运作(特效、动画、生成)
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/// 只能依赖此接口,严禁直接调用 GameManager!
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/// </summary>
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public interface ISongTimeProvider
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{
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/// <summary>当前音频的播放进度时间 (秒)</summary>
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/// <summary>当前音频的播放进度时间(秒),已扣除 offset</summary>
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float SongTime { get; }
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/// <summary>当前时间轴是否处于流转播放状态</summary>
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bool IsPlaying { get; }
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}
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}
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}
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22
Assets/Scripts/Game/Base/Interfaces/IScheduledElement.cs
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22
Assets/Scripts/Game/Base/Interfaces/IScheduledElement.cs
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@@ -0,0 +1,22 @@
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 所有参与集中更新调度的元素需实现的接口。
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/// 同一元素可注册到多个 <see cref="UpdatePhase"/>,
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/// 通过 <paramref name="phase"/> 参数区分当前所处阶段并执行对应逻辑。
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/// </summary>
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public interface IScheduledElement
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{
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/// <summary>
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/// 由 <see cref="ElementUpdateScheduler"/> 在对应阶段调用。
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/// </summary>
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/// <param name="phase">当前执行的更新阶段</param>
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/// <param name="songTime">当前音频播放时间(秒)</param>
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void ScheduledUpdate(UpdatePhase phase, float songTime);
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/// <summary>
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/// 元素是否处于活跃状态。调度器跳过非活跃元素以节省开销。
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/// </summary>
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bool IsScheduledActive { get; }
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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: 8b0489cd9b9f44b4f9a7c73cf2b07de2
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@@ -2,7 +2,6 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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using UniRx;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -21,7 +20,7 @@ namespace Ichni.RhythmGame
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{
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gameElementList = new List<GameElement>();
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lowPriorityActions = new List<UnityAction>();
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Observable.EveryUpdate().Subscribe(_ => ExecuteLowPriorityActions());
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// UniRx Observable.EveryUpdate 已移除:低优先级操作由 ElementUpdateScheduler Phase 8 在 TickLate 中驱动
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}
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public void ExecuteLowPriorityActions()
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38
Assets/Scripts/Game/Base/UpdatePhase.cs
Normal file
38
Assets/Scripts/Game/Base/UpdatePhase.cs
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@@ -0,0 +1,38 @@
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 集中式更新调度器的阶段定义。
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/// 每帧按数值升序执行,保证严格的依赖顺序:
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/// 动画先于变换应用 → 变换先于 Spline 重建 → 轨道先于音符。
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/// 数值留有间隔,便于未来插入新阶段。
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/// </summary>
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public enum UpdatePhase
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{
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/// <summary>判定元素激活/隐藏状态</summary>
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TimeDuration = 0,
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/// <summary>更新动画值,设置脏标记</summary>
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Animation = 10,
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/// <summary>执行 DirtyRefresh + Transform + Color</summary>
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Apply = 20,
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/// <summary>手动重建 Dreamteck SplineComputer;同时执行 LookAt 等 Transform 后处理覆盖</summary>
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SplineRebuild = 30,
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/// <summary>更新轨道时间、裁剪区间</summary>
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TrackCore = 40,
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/// <summary>更新轨道跟踪器(CrossTrackPoint / HeadPoint / PercentPoint 等)</summary>
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TrackFollower = 50,
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/// <summary>音符可见性、轨道位置、判定、特效</summary>
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Note = 60,
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/// <summary>ParticleEmitter / TimeEffectsCollection / ParticleTracker 等特效</summary>
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Effect = 70,
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/// <summary>SkyboxSubsetter / LowPriorityActions 等杂项</summary>
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Misc = 80
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}
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}
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2
Assets/Scripts/Game/Base/UpdatePhase.cs.meta
Normal file
2
Assets/Scripts/Game/Base/UpdatePhase.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5b8c1372937779c4ab43eeddbce7cf29
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@@ -1,18 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Dodger : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class SkyboxSubsetter : GameElement
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public partial class SkyboxSubsetter : GameElement, IScheduledElement
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{
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#region [核心组件与天空盒列表] Core Components & Skybox Lists
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public SkyboxBlender skyboxBlender;
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@@ -46,6 +46,18 @@ namespace Ichni.RhythmGame
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skyboxSubsetter.selectedSkybox = String.Empty;
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return skyboxSubsetter;
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}
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public override void AfterInitialize()
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{
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base.AfterInitialize();
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CoreServices.UpdateScheduler.Register(UpdatePhase.Misc, this);
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}
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public override void OnDelete()
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{
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base.OnDelete();
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Misc, this);
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}
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#endregion
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#region [内部设置与工具] Internal Configs & Utils
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@@ -81,28 +93,31 @@ namespace Ichni.RhythmGame
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#endregion
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#region [轮询更新] Main Update
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private void Update()
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#region [IScheduledElement] Scheduler Interface
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public void ScheduledUpdate(UpdatePhase phase, float songTime)
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{
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if (skyBoxThemeBundleList.Count > 1)
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{
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float songTime = CoreServices.TimeProvider.SongTime;
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float delay = GameManager.Instance.songInformation.delay;
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float finalTime = 32767; // 曲目长度
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const float finalTime = 32767f; // 曲目长度上限
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for (var index = 0; index < blendTimeList.Count + 1; index++)
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{
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float startTime = index == 0 ? -delay : blendTimeList[index - 1];
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float endTime = index >= blendTimeList.Count ? finalTime : blendTimeList[index];
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if(songTime >= startTime && songTime < endTime && currentSkyboxIndex != index)
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if (songTime >= startTime && songTime < endTime && currentSkyboxIndex != index)
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{
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currentSkyboxIndex = index;
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if(currentSkyboxIndex != 0) skyboxBlender.blendSpeed = blendSpeedList[currentSkyboxIndex - 1];
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if (currentSkyboxIndex != 0) skyboxBlender.blendSpeed = blendSpeedList[currentSkyboxIndex - 1];
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skyboxBlender.Blend(currentSkyboxIndex, false);
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DynamicGI.UpdateEnvironment();
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}
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}
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}
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}
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public bool IsScheduledActive => isActiveAndEnabled;
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#endregion
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#endregion
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}
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@@ -25,6 +25,12 @@ namespace Ichni.RhythmGame
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public float orthographicSize;
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public float perspectiveOffset;
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public float zoomOffset; // 用于效果(如CameraZoomEffect)的临时视野偏移
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public void RefreshFOV()
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{
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cam.fieldOfView = perspectiveAngle + perspectiveOffset + zoomOffset;
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}
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#endregion
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#region [子模块接口与关联引用] Submodules & References
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@@ -54,14 +60,14 @@ namespace Ichni.RhythmGame
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float ratioDifference = UIManager.GetScreenRatio() - UIManager.StandardRatio;
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if (ratioDifference > 0)
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{
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gameCamera.perspectiveOffset = -22f * ratioDifference;
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//gameCamera.perspectiveOffset = 12.5f * ratioDifference;
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}
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else
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{
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//gameCamera.perspectiveOffset = 11f * ratioDifference;
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gameCamera.perspectiveOffset = -25f * ratioDifference;
|
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}
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gameCamera.cam.fieldOfView = perspectiveAngle + gameCamera.perspectiveOffset;
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gameCamera.RefreshFOV();
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return gameCamera;
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}
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@@ -7,7 +7,7 @@ using Object = UnityEngine.Object;
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namespace Ichni.RhythmGame
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{
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public partial class ParticleEmitter : GameElement, IHaveParticles, IHaveTimeDurationSubmodule, IHaveTransformSubmodule, IHaveColorSubmodule
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public partial class ParticleEmitter : GameElement, IHaveParticles, IHaveTimeDurationSubmodule, IHaveTransformSubmodule, IHaveColorSubmodule, IScheduledElement
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{
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#region [暴露属性字段] Essential Configs
|
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public string themeBundleName;
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@@ -85,15 +85,26 @@ namespace Ichni.RhythmGame
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transformSubmodule = new TransformSubmodule(this);
|
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colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
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}
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public override void AfterInitialize()
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{
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base.AfterInitialize();
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CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
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}
|
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public override void OnDelete()
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{
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base.OnDelete();
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CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
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}
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#endregion
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}
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#region [轮询更新与交互重写] Main Update & Behavior Overrides
|
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public partial class ParticleEmitter
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{
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private void Update()
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private void UpdateParticlePlayState(float songTime)
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{
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float songTime = CoreServices.TimeProvider.SongTime;
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if (playTime > songTime || stopTime < songTime)
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{
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particle.Stop();
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@@ -107,6 +118,15 @@ namespace Ichni.RhythmGame
|
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}
|
||||
}
|
||||
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||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
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||||
{
|
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UpdateParticlePlayState(songTime);
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
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||||
#endregion
|
||||
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||||
public override void Refresh()
|
||||
{
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||||
base.Refresh();
|
||||
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||||
@@ -8,12 +8,18 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class TimeEffectsCollection : GameElement, IHaveTransformSubmodule, IHaveEffectSubmodule
|
||||
public partial class TimeEffectsCollection : GameElement, IHaveTransformSubmodule, IHaveEffectSubmodule, IScheduledElement
|
||||
{
|
||||
#region [暴露属性字段] Essential Configs
|
||||
public float time; //触发效果的时间
|
||||
#endregion
|
||||
|
||||
#region [运行时缓存] Cached Effect Lists
|
||||
private List<EffectBase> _priorEffects;
|
||||
private List<EffectBase> _defaultEffects;
|
||||
private List<EffectBase> _lateEffects;
|
||||
#endregion
|
||||
|
||||
#region [子模块接口] Submodules
|
||||
public TransformSubmodule transformSubmodule { get; set; }
|
||||
public EffectSubmodule effectSubmodule { get; set; }
|
||||
@@ -34,31 +40,55 @@ namespace Ichni.RhythmGame
|
||||
transformSubmodule = new TransformSubmodule(this);
|
||||
effectSubmodule = new EffectSubmodule(this);
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
CacheEffectLists();
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 缓存 effectCollection 中的 Prior/Default/Late 列表引用,
|
||||
/// 避免 ScheduledUpdate 中每帧执行 Dictionary string key 查找。
|
||||
/// </summary>
|
||||
private void CacheEffectLists()
|
||||
{
|
||||
if (effectSubmodule?.effectCollection == null) return;
|
||||
effectSubmodule.effectCollection.TryGetValue("Prior", out _priorEffects);
|
||||
effectSubmodule.effectCollection.TryGetValue("Default", out _defaultEffects);
|
||||
effectSubmodule.effectCollection.TryGetValue("Late", out _lateEffects);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [轮询更新] Main Update
|
||||
private void Update()
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
if (!GameManager.Instance.songPlayer.isUpdating || effectSubmodule == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (effectSubmodule == null) return;
|
||||
|
||||
foreach (EffectBase effect in effectSubmodule.effectCollection["Prior"])
|
||||
{
|
||||
effect.UpdateEffect(time);
|
||||
}
|
||||
UpdateEffectList(_priorEffects, time);
|
||||
UpdateEffectList(_defaultEffects, time);
|
||||
UpdateEffectList(_lateEffects, time);
|
||||
}
|
||||
|
||||
foreach (EffectBase effect in effectSubmodule.effectCollection["Default"])
|
||||
private static void UpdateEffectList(List<EffectBase> effects, float effectTime)
|
||||
{
|
||||
if (effects == null) return;
|
||||
for (int i = 0; i < effects.Count; i++)
|
||||
{
|
||||
effect.UpdateEffect(time);
|
||||
}
|
||||
|
||||
foreach (EffectBase effect in effectSubmodule.effectCollection["Late"])
|
||||
{
|
||||
effect.UpdateEffect(time);
|
||||
effects[i].UpdateEffect(effectTime);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
#endregion
|
||||
}
|
||||
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace Ichni.RhythmGame
|
||||
public override bool CheckJudgeAvailability(InputUnit inputUnit)
|
||||
{
|
||||
Vector2 inputScreenPosition = inputUnit.inputPosition;
|
||||
Vector2 noteScreenPosition = note.GetScreenPosition();
|
||||
Vector2 noteScreenPosition = note.noteScreenPosition != Vector2.zero ? note.noteScreenPosition : note.GetScreenPosition();
|
||||
float scaledBaseRadius = areaRadius * CurrentScreenRatio;
|
||||
|
||||
float dx = Mathf.Abs(inputScreenPosition.x - noteScreenPosition.x) / ellipseXMultiplier;
|
||||
|
||||
@@ -295,6 +295,7 @@ namespace Ichni.RhythmGame
|
||||
protected virtual void ExecuteJudge(NoteJudgeType judgeType, float triggerTime)
|
||||
{
|
||||
isDuringJudging = false;
|
||||
isFirstJudged = true;
|
||||
judgedTriggerTime = triggerTime;
|
||||
judgedType = judgeType;
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@ using UnityEngine.Serialization;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class Track : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
|
||||
public partial class Track : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IScheduledElement
|
||||
{
|
||||
#region [暴露属性字段] Essential Configs
|
||||
public GameObject trackRenderer;
|
||||
@@ -50,7 +50,11 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
base.AfterInitialize();
|
||||
|
||||
GameManager.Instance.trackManager.RegisterTrack(this);
|
||||
// 保留 TrackManager 注册以维持 ManualLateUpdate 的 refreshedThisFrame 清除逻辑
|
||||
GameManager.Instance.trackManager.RegisterTrack(this);
|
||||
// 注册调度器 Phase 4(TrackCore)驱动 ManualUpdate
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackCore, this);
|
||||
CoreServices.UpdateScheduler.RegisterTrackSpline(this);
|
||||
|
||||
if (trackPathSubmodule != null && trackPathSubmodule.pathNodeList.Count > 3)
|
||||
{
|
||||
@@ -77,6 +81,15 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
if(trackPathSubmodule != null) trackPathSubmodule.refreshedThisFrame = false;
|
||||
}
|
||||
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
ManualUpdate(songTime);
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#region [行为重写] Behavior Overrides
|
||||
@@ -91,6 +104,8 @@ namespace Ichni.RhythmGame
|
||||
public override void OnDelete()
|
||||
{
|
||||
GameManager.Instance.trackManager.UnregisterTrack(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackCore, this);
|
||||
CoreServices.UpdateScheduler.UnregisterTrackSpline(this);
|
||||
if (parentElement is ElementFolder folder) folder.trackList.Remove(this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -9,7 +9,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule
|
||||
public partial class CrossTrackPoint : GameElement, IHaveTimeDurationSubmodule, IScheduledElement
|
||||
{
|
||||
#region [暴露属性字段] Essential Configs
|
||||
public ElementFolder trackListFolder;
|
||||
@@ -45,10 +45,16 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
GameManager.Instance.trackManager.RegisterCrossPoint(this);
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
base.AfterInitialize();
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
|
||||
public override void SetDefaultSubmodules()
|
||||
{
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
@@ -68,11 +74,20 @@ namespace Ichni.RhythmGame
|
||||
trackPercent.returnType == FlexibleReturnType.After)
|
||||
{
|
||||
trackPositioner.SetPercent(1);
|
||||
GameManager.Instance.trackManager.UnregisterCrossPoint(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
ManualUpdate(songTime);
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
|
||||
private void SetPoint()
|
||||
{
|
||||
if (nowAttachedTrackIndex != trackSwitch.value &&
|
||||
@@ -82,6 +97,7 @@ namespace Ichni.RhythmGame
|
||||
nowAttachedTrack = trackListFolder.trackList[trackSwitch.value];
|
||||
nowAttachedTrackIndex = trackSwitch.value;
|
||||
trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
|
||||
trackPositioner.RebuildImmediate();
|
||||
}
|
||||
|
||||
trackPositioner.SetPercent(trackPercent.value);
|
||||
|
||||
@@ -8,7 +8,7 @@ using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
|
||||
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule, IScheduledElement
|
||||
{
|
||||
#region [暴露属性字段] Essential Configs
|
||||
public Track track;
|
||||
@@ -53,9 +53,15 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
GameManager.Instance.trackManager.RegisterHeadPoint(this);
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
base.AfterInitialize();
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [轮询更新] Main Update
|
||||
@@ -68,9 +74,18 @@ namespace Ichni.RhythmGame
|
||||
|
||||
if(track.timeDurationSubmodule.CheckAfterEndTime(currentSongTime))
|
||||
{
|
||||
GameManager.Instance.trackManager.UnregisterHeadPoint(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
}
|
||||
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
ManualUpdate(songTime);
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
#endregion
|
||||
}
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
|
||||
/// <summary>
|
||||
/// 在轨道上根据百分比进行运动的点
|
||||
/// </summary>
|
||||
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule
|
||||
public partial class TrackPercentPoint : GameElement, IHaveTimeDurationSubmodule, IScheduledElement
|
||||
{
|
||||
#region [暴露属性字段] Essential Configs
|
||||
public Track track;
|
||||
@@ -52,9 +52,15 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
GameManager.Instance.trackManager.RegisterPercentPoint(this);
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this);
|
||||
base.AfterInitialize();
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [轮询更新] Main Update
|
||||
@@ -73,10 +79,19 @@ namespace Ichni.RhythmGame
|
||||
if (trackPercent.returnType == FlexibleReturnType.After)
|
||||
{
|
||||
trackPositioner.SetPercent(1);
|
||||
GameManager.Instance.trackManager.UnregisterPercentPoint(this);
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
ManualUpdate(songTime);
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
#endregion
|
||||
}
|
||||
|
||||
|
||||
@@ -65,14 +65,17 @@ namespace Ichni.RhythmGame
|
||||
path.type = Spline.Type.Linear;
|
||||
path.sampleRate = 1;
|
||||
}
|
||||
|
||||
if (isClosed)
|
||||
|
||||
if (pathNodeList.Count >= 3)
|
||||
{
|
||||
path.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
path.Break();
|
||||
if (isClosed)
|
||||
{
|
||||
path.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
path.Break();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -14,6 +14,11 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public string materialThemeBundleName;
|
||||
public string materialName;
|
||||
public string customTextureThemeBundleName = "None";
|
||||
public string customTextureName = "None";
|
||||
public MeshGenerator.UVMode uvMode = MeshGenerator.UVMode.UniformClip;
|
||||
public float uvRotation = 0f;
|
||||
public float size = 1f;
|
||||
public bool enableEmission;
|
||||
public float emissionIntensity;
|
||||
public bool zWrite;
|
||||
@@ -86,6 +91,9 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
meshGenerator.uvScale = uvScale;
|
||||
meshGenerator.uvOffset = uvOffset;
|
||||
meshGenerator.uvRotation = uvRotation;
|
||||
meshGenerator.uvMode = uvMode;
|
||||
meshGenerator.size = size;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -32,8 +32,8 @@ namespace Ichni.RhythmGame
|
||||
this.splineRenderer.updateMethod = SplineUser.UpdateMethod.Update;
|
||||
this.meshRenderer.material = renderMaterial;
|
||||
this.splineRenderer.color = Color.white;
|
||||
this.splineRenderer.uvRotation = 90;
|
||||
this.splineRenderer.uvMode = MeshGenerator.UVMode.UniformClip;
|
||||
this.uvRotation = 0f;
|
||||
this.uvMode = MeshGenerator.UVMode.UniformClip;
|
||||
|
||||
SetMesh();
|
||||
}
|
||||
|
||||
@@ -31,8 +31,8 @@ namespace Ichni.RhythmGame
|
||||
this.pathGenerator.updateMethod = SplineUser.UpdateMethod.Update;
|
||||
this.meshRenderer.material = renderMaterial;
|
||||
this.pathGenerator.color = Color.white;
|
||||
this.pathGenerator.uvRotation = 90;
|
||||
this.pathGenerator.uvMode = MeshGenerator.UVMode.UniformClip;
|
||||
this.uvRotation = 90f;
|
||||
this.uvMode = MeshGenerator.UVMode.UniformClip;
|
||||
|
||||
SetMesh();
|
||||
}
|
||||
|
||||
@@ -56,7 +56,10 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
track.trackRendererSubmodule.meshGenerator.clipFrom = tailPercent;
|
||||
track.trackRendererSubmodule.meshGenerator.clipTo = headPercent;
|
||||
track.trackRendererSubmodule.meshGenerator.RebuildImmediate();
|
||||
}
|
||||
|
||||
//track.trackPathSubmodule.path.Rebuild(true);
|
||||
}
|
||||
|
||||
public float GetTrackPercent(float songTimeInTime)
|
||||
|
||||
@@ -1,18 +1,5 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObjectTracker : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ using UnityEngine.Serialization;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class ParticleTracker : GameElement, IHaveParticles, IHaveColorSubmodule
|
||||
public partial class ParticleTracker : GameElement, IHaveParticles, IHaveColorSubmodule, IScheduledElement
|
||||
{
|
||||
#region [暴露属性字段] Essential Configs
|
||||
public Track track;
|
||||
@@ -66,6 +66,18 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [运行时设置] Runtime Settings
|
||||
@@ -91,9 +103,8 @@ namespace Ichni.RhythmGame
|
||||
#region [轮询更新] Main Update
|
||||
public partial class ParticleTracker
|
||||
{
|
||||
private void Update()
|
||||
private void UpdateParticlePlayState(float songTime)
|
||||
{
|
||||
float songTime = CoreServices.TimeProvider.SongTime;
|
||||
if (playTime > songTime || stopTime < songTime)
|
||||
{
|
||||
particle.Stop();
|
||||
@@ -106,6 +117,15 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
UpdateParticlePlayState(songTime);
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
Reference in New Issue
Block a user