同步
This commit is contained in:
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using System;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Burst;
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using Random = UnityEngine.Random;
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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{
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public partial class DTMConstellation : EnvironmentObject, IScheduledElement
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{
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[Header("Core References")]
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[Tooltip("拖入用于生成节点的粒子系统")]
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public ParticleSystem starParticleSystem;
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[Tooltip("拖入用于渲染连线的 MeshFilter")]
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public MeshFilter lineMeshFilter;
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[SerializeField]
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private Camera mainCam;
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[Header("Constellation Settings (星座设置)")]
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[Tooltip("这个星座包含的星星总数")]
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public int maxParticles = 10;
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[Tooltip("整个星座允许产生的最大连线数量")]
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public int maxLineCount = 12;
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// 【修改】:使用 Vector3 代替单轴 Radius,控制长方体生成体积
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[Tooltip("星座的散布体积 (长宽高)")]
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public Vector3 spreadSize = new Vector3(20f, 20f, 20f);
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[Tooltip("单颗星星的最大连线数 (建议设置在 2 到 4 之间)")]
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public int maxConnectionsPerStar = 3;
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[Header("Visual Settings (视觉设置)")]
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public float maxConnectionDistance = 20f;
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public float activeStarSize = 1f;
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public float lineWidth = 0.1f;
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[Header("Particle Motion Settings (粒子运动设置)")]
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[Tooltip("星系整体的轨道旋转速度 (Velocity over Lifetime -> Orbital)")]
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public Vector3 orbitalVelocity = Vector3.one * 0.1f;
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[Tooltip("星星自身的旋转角速度 (Rotation over Lifetime -> Angular Velocity)")]
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public float angularVelocity = 60f;
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// 【新增】:连线 Mesh 的渲染器,用于同步 EmissionColor 到材质
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public Renderer lineRenderer;
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private ParticleSystem.Particle[] particles;
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private Mesh lineMesh;
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private bool hasInitializedSpawning = false;
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public static DTMConstellation GenerateElement(
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string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, string themeBundleName, string objectName,
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GameElement parentElement, bool isStatic,
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int maxParticles, int maxLineCount,
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Vector3 spreadSize, int maxConnectionsPerStar,
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float maxConnectionDistance, float activeStarSize, float lineWidth,
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Vector3 orbitalVelocity, float angularVelocity)
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{
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DTMConstellation constellation = EnvironmentObject.GenerateElement(
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elementName, id, tags, isFirstGenerated,
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themeBundleName, objectName, parentElement, isStatic)
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.GetComponent<DTMConstellation>();
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constellation.maxParticles = maxParticles;
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constellation.maxLineCount = maxLineCount;
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constellation.spreadSize = spreadSize;
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constellation.maxConnectionsPerStar = maxConnectionsPerStar;
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constellation.maxConnectionDistance = maxConnectionDistance;
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constellation.activeStarSize = activeStarSize;
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constellation.lineWidth = lineWidth;
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constellation.orbitalVelocity = orbitalVelocity;
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constellation.angularVelocity = angularVelocity;
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return constellation;
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}
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public override void FirstSetUpObject(bool isFirstGenerated)
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{
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// 粒子数组和 Mesh 在此初始化(Prefab 实例化后立即运行)
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mainCam = GameManager.Instance.cameraManager.gameCamera.cam ?? Camera.main;
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particles = new ParticleSystem.Particle[maxParticles];
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lineMesh = new Mesh();
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lineMesh.name = "Constellation_Lines_Mesh";
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lineMesh.MarkDynamic();
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if (lineMeshFilter != null) lineMeshFilter.sharedMesh = lineMesh;
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var psRenderer = starParticleSystem?.GetComponent<ParticleSystemRenderer>();
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if (psRenderer != null) psRenderer.enabled = true;
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if (starParticleSystem != null)
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{
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var emission = starParticleSystem.emission;
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emission.enabled = false;
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}
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// 实例化连线材质,确保 EmissionColor 修改不污染共享资源
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if (lineRenderer != null)
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lineRenderer.InitializeShader();
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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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ApplyColorSubmodule();
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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 Refresh()
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{
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base.Refresh();
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ApplyColorSubmodule();
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}
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public override void OnDirtyRefresh(Dictionary<string, bool> flags)
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{
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ApplyColorSubmodule();
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}
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/// <summary>将 colorSubmodule 的当前颜色同步到粒子和线条材质</summary>
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private void ApplyColorSubmodule()
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{
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if (colorSubmodule == null) return;
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// BaseColor → 粒子 startColor(重新发射时使用,或逐帧设置已存粒子)
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if (particles != null)
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{
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int aliveCount = starParticleSystem != null
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? starParticleSystem.GetParticles(particles)
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: 0;
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Color32 c32 = colorSubmodule.currentBaseColor;
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for (int i = 0; i < aliveCount; i++)
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particles[i].startColor = c32;
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if (aliveCount > 0 && starParticleSystem != null)
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starParticleSystem.SetParticles(particles, aliveCount);
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}
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// EmissionColor → 连线材质
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if (lineRenderer != null && lineRenderer.material != null)
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{
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starParticleSystem.GetComponent<ParticleSystemRenderer>().material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
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lineRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
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Debug.Log($"Applied EmissionColor {colorSubmodule.GetCurrentEmissionColor()} to line material of {objectName}");
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}
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}
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void Update()
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{
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// 保留以供 Unity Editor 中 [Button] 的调用;运行时由调度器驱动
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}
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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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// 一次性初始化(等价于原 Update() 的首次执行)
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if (!hasInitializedSpawning)
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{
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GenerateSingleConstellation();
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hasInitializedSpawning = true;
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}
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// 每帧 Burst Job 连线 Mesh 重建(原 LateUpdate 逻辑)
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BuildConstellationMesh();
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}
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public bool IsScheduledActive => isActiveAndEnabled;
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#endregion
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[Button("Refresh Constellation")]
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public void GenerateSingleConstellation()
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{
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starParticleSystem.Stop();
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starParticleSystem.Clear();
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// --- 【新增】:通过代码接管并设置 Velocity over Lifetime 模块 ---
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// 注意:如果轨道旋转不为零,则强制开启该模块
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var vol = starParticleSystem.velocityOverLifetime;
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if (orbitalVelocity != Vector3.zero)
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{
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vol.enabled = true;
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vol.orbitalX = new ParticleSystem.MinMaxCurve(orbitalVelocity.x);
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vol.orbitalY = new ParticleSystem.MinMaxCurve(orbitalVelocity.y);
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vol.orbitalZ = new ParticleSystem.MinMaxCurve(orbitalVelocity.z);
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}
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else
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{
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vol.enabled = false;
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}
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// --- 【新增】:通过代码接管并设置 Rotation over Lifetime 模块 ---
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var rol = starParticleSystem.rotationOverLifetime;
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if (angularVelocity != 0f)
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{
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rol.enabled = true;
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// 对于普通的 Billboard 粒子,Z 轴旋转就是屏幕空间上的二维自转
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rol.z = new ParticleSystem.MinMaxCurve(angularVelocity * Mathf.Deg2Rad); // 转换为弧度
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}
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else
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{
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rol.enabled = false;
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}
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ParticleSystem.EmitParams emitParams = new ParticleSystem.EmitParams();
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for (int i = 0; i < maxParticles; i++)
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{
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float x = Random.Range(-spreadSize.x * 0.5f, spreadSize.x * 0.5f);
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float y = Random.Range(-spreadSize.y * 0.5f, spreadSize.y * 0.5f);
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float z = Random.Range(-spreadSize.z * 0.5f, spreadSize.z * 0.5f);
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emitParams.position = new Vector3(x, y, z);
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// startColor 使用 colorSubmodule 的当前 BaseColor(单色)
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emitParams.startColor = colorSubmodule != null
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? (Color32)colorSubmodule.currentBaseColor
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: new Color32(0, 255, 255, 255);
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// 为了让自身旋转可见,可以在生成时赋予一个随机的初始旋转角度
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emitParams.rotation3D = new Vector3(0, 0, Random.Range(0f, 360f));
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starParticleSystem.Emit(emitParams, 1);
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}
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starParticleSystem.Play();
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}
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void LateUpdate()
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{
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// 已迁移到调度器 Phase 7 (Effect) 的 ScheduledUpdate → BuildConstellationMesh()
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}
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private void BuildConstellationMesh()
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{
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if (starParticleSystem == null || lineMeshFilter == null) return;
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int aliveCount = starParticleSystem.GetParticles(particles);
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if (aliveCount < 2)
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{
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lineMesh.Clear();
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return;
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}
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int processCount = Mathf.Min(aliveCount, maxParticles);
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NativeArray<Vector3> positions = new NativeArray<Vector3>(processCount, Allocator.TempJob);
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NativeArray<Color32> starColors = new NativeArray<Color32>(processCount, Allocator.TempJob);
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NativeArray<int> connectionCounts = new NativeArray<int>(processCount, Allocator.TempJob);
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NativeArray<bool> adjacencyMatrix = new NativeArray<bool>(processCount * processCount, Allocator.TempJob);
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for (int i = 0; i < processCount; i++)
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{
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positions[i] = particles[i].position;
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starColors[i] = particles[i].GetCurrentColor(starParticleSystem);
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}
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NativeList<Vector3> lineVertices = new NativeList<Vector3>(maxLineCount * 4, Allocator.TempJob);
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NativeList<Color32> lineColors = new NativeList<Color32>(maxLineCount * 4, Allocator.TempJob);
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NativeList<int> lineIndices = new NativeList<int>(maxLineCount * 6, Allocator.TempJob);
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ConstellationJob job = new ConstellationJob
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{
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positions = positions,
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colors = starColors,
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sqrMaxDistance = maxConnectionDistance * maxConnectionDistance,
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lineWidth = lineWidth,
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maxLineCount = maxLineCount,
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maxConnectionsPerStar = maxConnectionsPerStar,
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cameraForward = mainCam.transform.forward,
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lineVertices = lineVertices,
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lineColors = lineColors,
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lineIndices = lineIndices,
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connectionCounts = connectionCounts,
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adjacencyMatrix = adjacencyMatrix
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};
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JobHandle handle = job.Schedule();
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handle.Complete();
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for (int i = 0; i < processCount; i++)
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{
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particles[i].startSize = connectionCounts[i] > 0 ? activeStarSize : 0f;
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}
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starParticleSystem.SetParticles(particles, aliveCount);
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lineMesh.Clear();
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lineMesh.SetVertices(lineVertices.AsArray());
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lineMesh.SetColors(lineColors.AsArray());
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lineMesh.SetIndices(lineIndices.AsArray(), MeshTopology.Triangles, 0);
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lineMesh.RecalculateBounds();
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positions.Dispose();
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starColors.Dispose();
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lineVertices.Dispose();
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lineColors.Dispose();
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lineIndices.Dispose();
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connectionCounts.Dispose();
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adjacencyMatrix.Dispose();
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}
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}
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[BurstCompile(CompileSynchronously = true)]
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public struct ConstellationJob : IJob
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{
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public NativeArray<Vector3> positions;
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public NativeArray<Color32> colors;
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public float sqrMaxDistance;
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public float lineWidth;
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public int maxLineCount;
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public int maxConnectionsPerStar;
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public Vector3 cameraForward;
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public NativeList<Vector3> lineVertices;
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public NativeList<Color32> lineColors;
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public NativeList<int> lineIndices;
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public NativeArray<int> connectionCounts;
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public NativeArray<bool> adjacencyMatrix;
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public void Execute()
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{
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int count = positions.Length;
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int currentLineCount = 0;
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int vertexOffset = 0;
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for (int i = 0; i < count; i++)
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{
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if (currentLineCount >= maxLineCount) break;
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if (connectionCounts[i] >= maxConnectionsPerStar) continue;
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for (int j = i + 1; j < count; j++)
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{
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if (currentLineCount >= maxLineCount) break;
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if (connectionCounts[j] >= maxConnectionsPerStar) continue;
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if (connectionCounts[i] == 0 || connectionCounts[j] == 0)
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{
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float distSq = (positions[i] - positions[j]).sqrMagnitude;
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if (distSq < sqrMaxDistance)
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{
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AddLine(i, j, ref vertexOffset, count);
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currentLineCount++;
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if (connectionCounts[i] >= maxConnectionsPerStar)
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{
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break;
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}
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}
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}
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}
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}
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for (int i = 0; i < count; i++)
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{
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if (currentLineCount >= maxLineCount) break;
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if (connectionCounts[i] >= maxConnectionsPerStar) continue;
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for (int j = i + 1; j < count; j++)
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{
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if (currentLineCount >= maxLineCount) break;
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if (connectionCounts[j] >= maxConnectionsPerStar) continue;
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if (adjacencyMatrix[i * count + j]) continue;
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float distSq = (positions[i] - positions[j]).sqrMagnitude;
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if (distSq < sqrMaxDistance)
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{
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AddLine(i, j, ref vertexOffset, count);
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currentLineCount++;
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if (connectionCounts[i] >= maxConnectionsPerStar)
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{
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break;
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}
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}
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}
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}
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}
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private void AddLine(int i, int j, ref int vertexOffset, int count)
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{
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Vector3 posA = positions[i];
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Vector3 posB = positions[j];
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Vector3 direction = posB - posA;
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float dirLength = direction.magnitude;
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if (dirLength < 0.0001f) return;
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direction /= dirLength;
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Vector3 perpDir = Vector3.Cross(direction, cameraForward);
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if (perpDir.sqrMagnitude < 0.00001f) return;
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Vector3 perp = perpDir.normalized * (lineWidth * 0.5f);
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lineVertices.Add(posA + perp);
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lineVertices.Add(posA - perp);
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lineVertices.Add(posB - perp);
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lineVertices.Add(posB + perp);
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lineColors.Add(colors[i]);
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lineColors.Add(colors[i]);
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lineColors.Add(colors[j]);
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lineColors.Add(colors[j]);
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lineIndices.Add(vertexOffset + 0);
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lineIndices.Add(vertexOffset + 1);
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lineIndices.Add(vertexOffset + 2);
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lineIndices.Add(vertexOffset + 0);
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lineIndices.Add(vertexOffset + 2);
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lineIndices.Add(vertexOffset + 3);
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vertexOffset += 4;
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connectionCounts[i]++;
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connectionCounts[j]++;
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adjacencyMatrix[i * count + j] = true;
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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: 8ba3055fc57abcb41811796e6a0ed3aa
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@@ -7,7 +7,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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{
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public partial class DTMTrail : EnvironmentObject, IHaveTrail, IHaveInteraction
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public partial class DTMTrail : EnvironmentObject, IHaveTrail, IHaveInteraction, IScheduledElement
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{
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#region [暴露属性字段] Exposed Fields
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public GameObject headPoint, headCircle, sparks;
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@@ -76,14 +76,14 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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{
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trailRenderer = trailBody.GetComponent<TrailRenderer>();
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trailRenderer.emitting = false;
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if (visibleTimeLength.animations.Count == 0) trailRenderer.time = 5f;
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// 初始化默认值(兼容旧存档中未序列化字段)
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if (widthCurve == null || widthCurve.keys.Length == 0) widthCurve = DefaultWidthCurve();
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if (trailAlphaGradient == null) trailAlphaGradient = DefaultTrailGradient();
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trailRenderer.widthCurve = widthCurve;
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// 收集所有使用 BlendUnlit 的 Renderer
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renderers.Clear();
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CollectBlendUnlitRenderer(headPoint);
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@@ -96,20 +96,36 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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{
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//rend.InitializeShader();
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}
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sparks.gameObject.SetActive(false);
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headPoint.transform.localScale = Vector3.zero;
|
||||
headCircle.transform.localScale = Vector3.zero;
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
CoreServices.UpdateScheduler.Register(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
public override void OnDelete()
|
||||
{
|
||||
base.OnDelete();
|
||||
CoreServices.UpdateScheduler.Unregister(UpdatePhase.Effect, this);
|
||||
}
|
||||
|
||||
public override void WhenStart()
|
||||
{
|
||||
base.WhenStart();
|
||||
trailRenderer.emitting = true;
|
||||
trailRenderer.Clear();
|
||||
|
||||
headPoint.gameObject.SetActive(false);
|
||||
headCircle.gameObject.SetActive(false);
|
||||
enableTimes.UpdateFlexibleBool(0);
|
||||
if (!enableTimes.value)
|
||||
{
|
||||
headPoint.gameObject.SetActive(false);
|
||||
headCircle.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -218,9 +234,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
#endregion
|
||||
|
||||
#region [事件动画逻辑] Event Animation Logic
|
||||
private void Update()
|
||||
#region [IScheduledElement] Scheduler Interface
|
||||
public void ScheduledUpdate(UpdatePhase phase, float songTime)
|
||||
{
|
||||
float songTime = CoreServices.TimeProvider.SongTime;
|
||||
enableTimes.UpdateFlexibleBool(songTime);
|
||||
if (enableTimes.value && !isHeadEnabled)
|
||||
{
|
||||
@@ -245,6 +261,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
// headRotateSpeed 控制逻辑留待后续实现
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsScheduledActive => isActiveAndEnabled;
|
||||
#endregion
|
||||
|
||||
private Sequence enableHeadSequence;
|
||||
private Sequence disableHeadSequence;
|
||||
|
||||
Reference in New Issue
Block a user