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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -18,6 +18,16 @@ namespace Ichni.RhythmGame
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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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float delay = GameManager.instance.songInformation.delay;
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if (timeDurationSubmodule.CheckTimeInDuration(delay))
|
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{
|
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UpdateAnimation(GameManager.instance.songTime);
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}
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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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@@ -46,7 +46,7 @@ namespace Ichni.RhythmGame
|
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{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
|
||||
targetTransformSubmodule.positionOffset.Add(currentPosition);
|
||||
targetTransformSubmodule.positionOffset += currentPosition;
|
||||
targetTransformSubmodule.positionDirtyMark = true;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -43,24 +44,34 @@ namespace Ichni.RhythmGame
|
||||
timeDurationSubmodule = new TimeDurationSubmodule(this);
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (enabling.value)
|
||||
{
|
||||
(animatedObject as IHaveTransformSubmodule)?.UpdateLookAt(this);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateAnimation(float songTime)
|
||||
{
|
||||
if (lookAtObject is null) return;
|
||||
|
||||
enabling.UpdateFlexibleBool(songTime);
|
||||
|
||||
if (!targetTransformSubmodule.eulerAnglesOffsetLock || enabling.value)
|
||||
{
|
||||
targetTransformSubmodule.eulerAnglesOffsetLock = enabling.value;
|
||||
}
|
||||
|
||||
if (enabling.value)
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 lookingDirection = (lookAtObject.transform.position - animatedObject.transform.position).normalized;
|
||||
|
||||
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
|
||||
|
||||
targetTransformSubmodule.eulerAnglesOffsetLock = true;
|
||||
targetTransformSubmodule.currentEulerAngles = eulerAnglesOffset;
|
||||
targetTransformSubmodule.eulerAnglesDirtyMark = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleInterval;
|
||||
targetTransformSubmodule.eulerAnglesOffsetLock = false;
|
||||
targetTransformSubmodule.eulerAnglesDirtyMark = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -100,6 +111,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags, false,
|
||||
GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
|
||||
matchedElement.matchedBM = this;
|
||||
}
|
||||
|
||||
public override GameElement DuplicateBM(GameElement parent)
|
||||
@@ -107,6 +119,11 @@ namespace Ichni.RhythmGame
|
||||
return LookAt.GenerateElement(elementName, Guid.NewGuid(), tags, false, parent,
|
||||
GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
|
||||
}
|
||||
|
||||
public override void AfterExecute()
|
||||
{
|
||||
(matchedElement as LookAt).lookAtObject = GetElement(lookAtObjectGuid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -50,7 +50,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
|
||||
targetTransformSubmodule.scaleOffset.Add(currentScale);
|
||||
targetTransformSubmodule.scaleOffset += currentScale;
|
||||
targetTransformSubmodule.scaleDirtyMark = true;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
animationReturnType = FlexibleReturnType.MiddleExecuting;
|
||||
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
|
||||
targetTransformSubmodule.eulerAnglesOffset.Add(currentEulerAngles);
|
||||
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
|
||||
targetTransformSubmodule.eulerAnglesDirtyMark = true;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -80,6 +80,15 @@ namespace Ichni.RhythmGame
|
||||
/// 从存档类中生成游戏物体
|
||||
/// </summary>
|
||||
public abstract void ExecuteBM();
|
||||
|
||||
/// <summary>
|
||||
/// 在AfterInitialize中被调用,用于处理GameElement的“需要引用”的物体在此物体后面生成的情况。
|
||||
/// 注意,如果使用此函数,需要在ExecuteBM中设置 matchedElement.matchedBM = this;
|
||||
/// </summary>
|
||||
public virtual void AfterExecute()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,9 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UniRx;
|
||||
using UniRx.Triggers;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -21,6 +25,8 @@ namespace Ichni.RhythmGame
|
||||
public bool baseColorDirtyMark;
|
||||
public bool emissionColorDirtyMark;
|
||||
|
||||
public IDisposable observer;
|
||||
|
||||
public Color GetCurrentEmissionColor()
|
||||
{
|
||||
float intensity = Mathf.Pow(2, currentEmissionIntensity);
|
||||
@@ -50,27 +56,6 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor) : base(attachedGameElement)
|
||||
{
|
||||
this.originalBaseColor = originalBaseColor;
|
||||
this.emissionEnabled = false;
|
||||
this.originalEmissionColor = Color.black;
|
||||
this.originalEmissionIntensity = 0;
|
||||
|
||||
this.currentBaseColor = originalBaseColor;
|
||||
this.currentEmissionColor = Color.black;
|
||||
this.currentEmissionIntensity = 0;
|
||||
|
||||
this.baseColorDirtyMark = false;
|
||||
this.emissionColorDirtyMark = false;
|
||||
|
||||
if (!HaveSameSubmodule)
|
||||
{
|
||||
(attachedGameElement as IHaveColorSubmodule).colorSubmodule = this;
|
||||
(attachedGameElement as IHaveColorSubmodule).SetColorObserver();
|
||||
}
|
||||
}
|
||||
|
||||
public ColorSubmodule(GameElement attachedGameElement, Color originalBaseColor, bool emissionEnabled,
|
||||
Color originalEmissionColor, float originalEmissionIntensity) : base(attachedGameElement)
|
||||
{
|
||||
@@ -106,6 +91,17 @@ namespace Ichni.RhythmGame
|
||||
baseColorDirtyMark = true;
|
||||
emissionColorDirtyMark = true;
|
||||
}
|
||||
|
||||
private bool HaveAnimation() => attachedGameElement.childElementList
|
||||
.Any(element => element is BaseColorChange or EmissionColorChange);
|
||||
|
||||
public override void CheckAndRemoveObservers()
|
||||
{
|
||||
if (!HaveAnimation())
|
||||
{
|
||||
observer?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public interface IHaveColorSubmodule
|
||||
@@ -115,11 +111,14 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public void SetColorObserver()
|
||||
{
|
||||
GameElement attachedGameElement = colorSubmodule.attachedGameElement;
|
||||
colorSubmodule.observer = Observable.EveryUpdate()
|
||||
.Subscribe(_ => UpdateColor())
|
||||
.AddTo(colorSubmodule.attachedGameElement);
|
||||
}
|
||||
|
||||
Observable.EveryUpdate().Subscribe(_ =>
|
||||
public void UpdateColor()
|
||||
{
|
||||
if (!GameManager.instance.audioManager.isUpdating || colorSubmodule == null)
|
||||
if (!GameManager.instance.audioManager.isUpdating)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -142,9 +141,8 @@ namespace Ichni.RhythmGame
|
||||
|
||||
if (willRefresh)
|
||||
{
|
||||
attachedGameElement.Refresh();
|
||||
colorSubmodule.attachedGameElement.Refresh();
|
||||
}
|
||||
}).AddTo(attachedGameElement);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -27,6 +27,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
effectCollection.Add("Generate", new List<EffectBase>());
|
||||
effectCollection.Add("GeneralJudge", new List<EffectBase>());
|
||||
effectCollection.Add("StartHold", new List<EffectBase>()); //仅用于Hold
|
||||
effectCollection.Add("Holding", new List<EffectBase>()); //仅用于Hold
|
||||
effectCollection.Add("Perfect", new List<EffectBase>());
|
||||
effectCollection.Add("Good", new List<EffectBase>());
|
||||
|
||||
@@ -50,6 +50,11 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void CheckAndRemoveObservers()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
namespace Beatmap
|
||||
|
||||
@@ -1,9 +1,13 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UniRx;
|
||||
using UniRx.Triggers;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
@@ -13,9 +17,9 @@ namespace Ichni.RhythmGame
|
||||
public Vector3 originalEulerAngles;
|
||||
public Vector3 originalScale;
|
||||
|
||||
public List<Vector3> positionOffset;
|
||||
public List<Vector3> eulerAnglesOffset;
|
||||
public List<Vector3> scaleOffset;
|
||||
public Vector3 positionOffset;
|
||||
public Vector3 eulerAnglesOffset;
|
||||
public Vector3 scaleOffset;
|
||||
|
||||
public Vector3 currentPosition;
|
||||
public Vector3 currentEulerAngles;
|
||||
@@ -27,15 +31,17 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public bool eulerAnglesOffsetLock;
|
||||
|
||||
public IDisposable observer;
|
||||
|
||||
public TransformSubmodule(GameElement attachedGameElement) : base(attachedGameElement)
|
||||
{
|
||||
this.originalPosition = Vector3.zero;
|
||||
this.originalEulerAngles = Vector3.zero;
|
||||
this.originalScale = Vector3.one;
|
||||
|
||||
positionOffset = new List<Vector3>();
|
||||
eulerAnglesOffset = new List<Vector3>();
|
||||
scaleOffset = new List<Vector3>();
|
||||
positionOffset = Vector3.zero;
|
||||
eulerAnglesOffset = Vector3.zero;
|
||||
scaleOffset = Vector3.zero;
|
||||
|
||||
currentPosition = Vector3.zero;
|
||||
currentEulerAngles = Vector3.zero;
|
||||
@@ -61,9 +67,9 @@ namespace Ichni.RhythmGame
|
||||
this.originalEulerAngles = originalEulerAngles;
|
||||
this.originalScale = originalScale;
|
||||
|
||||
positionOffset = new List<Vector3>();
|
||||
eulerAnglesOffset = new List<Vector3>();
|
||||
scaleOffset = new List<Vector3>();
|
||||
positionOffset = Vector3.zero;
|
||||
eulerAnglesOffset = Vector3.zero;
|
||||
scaleOffset = Vector3.zero;
|
||||
|
||||
currentPosition = originalPosition;
|
||||
currentEulerAngles = originalEulerAngles;
|
||||
@@ -97,6 +103,17 @@ namespace Ichni.RhythmGame
|
||||
eulerAnglesDirtyMark = true;
|
||||
scaleDirtyMark = true;
|
||||
}
|
||||
|
||||
private bool HaveAnimation() => attachedGameElement.childElementList
|
||||
.Any(element => element is Displacement or Swirl or Scale or LookAt);
|
||||
|
||||
public override void CheckAndRemoveObservers()
|
||||
{
|
||||
if (!HaveAnimation())
|
||||
{
|
||||
observer?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public interface IHaveTransformSubmodule
|
||||
@@ -109,69 +126,74 @@ namespace Ichni.RhythmGame
|
||||
/// </summary>
|
||||
public void SetTransformObserver()
|
||||
{
|
||||
GameElement attachedGameElement = transformSubmodule.attachedGameElement;
|
||||
transformSubmodule.observer = Observable.EveryUpdate()
|
||||
.Subscribe(_ => UpdateTransform())
|
||||
.AddTo(transformSubmodule.attachedGameElement);
|
||||
}
|
||||
|
||||
Observable.EveryUpdate().Subscribe(_ =>
|
||||
public void UpdateTransform()
|
||||
{
|
||||
if (!GameManager.instance.audioManager.isUpdating || transformSubmodule == null)
|
||||
if (!GameManager.instance.audioManager.isUpdating)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GameElement attachedGameElement = transformSubmodule.attachedGameElement;
|
||||
bool willRefresh = false;
|
||||
|
||||
if (transformSubmodule.scaleDirtyMark)
|
||||
{
|
||||
Vector3 offset = Vector3.zero;
|
||||
foreach (Vector3 scaleOffset in transformSubmodule.scaleOffset)
|
||||
{
|
||||
offset += scaleOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentScale = transformSubmodule.originalScale + offset;
|
||||
transformSubmodule.currentScale = transformSubmodule.originalScale + transformSubmodule.scaleOffset;
|
||||
attachedGameElement.transform.localScale = transformSubmodule.currentScale;
|
||||
transformSubmodule.scaleDirtyMark = false;
|
||||
willRefresh = true;
|
||||
transformSubmodule.scaleOffset = Vector3.zero;
|
||||
}
|
||||
|
||||
if (transformSubmodule.eulerAnglesDirtyMark)
|
||||
if (!transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
|
||||
{
|
||||
Vector3 offset = Vector3.zero;
|
||||
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
|
||||
{
|
||||
offset += eulerOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
|
||||
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
|
||||
attachedGameElement.transform.localEulerAngles = transformSubmodule.currentEulerAngles;
|
||||
transformSubmodule.eulerAnglesDirtyMark = false;
|
||||
willRefresh = true;
|
||||
transformSubmodule.eulerAnglesOffset = Vector3.zero;
|
||||
}
|
||||
|
||||
if (transformSubmodule.positionDirtyMark)
|
||||
{
|
||||
Vector3 offset = Vector3.zero;
|
||||
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
|
||||
{
|
||||
offset += posOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
|
||||
transformSubmodule.currentPosition = transformSubmodule.originalPosition + transformSubmodule.positionOffset;
|
||||
attachedGameElement.transform.localPosition = transformSubmodule.currentPosition;
|
||||
transformSubmodule.positionDirtyMark = false;
|
||||
willRefresh = true;
|
||||
transformSubmodule.positionOffset = Vector3.zero;
|
||||
}
|
||||
|
||||
if(willRefresh)
|
||||
{
|
||||
attachedGameElement.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
transformSubmodule.scaleOffset.Clear();
|
||||
transformSubmodule.eulerAnglesOffset.Clear();
|
||||
transformSubmodule.positionOffset.Clear();
|
||||
public void UpdateLookAt(LookAt lookAt) // 处理LookAt
|
||||
{
|
||||
Transform target = lookAt.lookAtObject.transform;
|
||||
Transform self = transformSubmodule.attachedGameElement.transform;
|
||||
|
||||
}).AddTo(attachedGameElement);
|
||||
if (transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
|
||||
{
|
||||
Vector3 lookingDirection = (target.position - self.position).normalized;
|
||||
|
||||
Vector3 eulerAnglesOffset = Quaternion.LookRotation(lookingDirection).eulerAngles;
|
||||
|
||||
transformSubmodule.eulerAnglesOffset += eulerAnglesOffset;
|
||||
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
|
||||
|
||||
self.localEulerAngles = transformSubmodule.currentEulerAngles;
|
||||
|
||||
transformSubmodule.eulerAnglesDirtyMark = false;
|
||||
transformSubmodule.eulerAnglesOffsetLock = false;
|
||||
transformSubmodule.eulerAnglesOffset = Vector3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,7 +222,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
|
||||
|
||||
if(attachedElement == null)Debug.Log(attachedElementGuid);
|
||||
//if(attachedElement == null)Debug.Log(attachedElementGuid);
|
||||
|
||||
(attachedElement as IHaveTransformSubmodule).transformSubmodule = new TransformSubmodule(attachedElement, originalPosition, originalEulerAngles, originalScale);
|
||||
}
|
||||
|
||||
@@ -57,7 +57,7 @@ namespace Ichni.RhythmGame
|
||||
public IntReactiveProperty remainingElementAmount;
|
||||
|
||||
public int loadAmount = 0;
|
||||
public int loadMaximumAmountPerFrame = 500;
|
||||
public int loadMaximumAmountPerFrame = 100;
|
||||
|
||||
public BeatmapContainer_BM()
|
||||
{
|
||||
@@ -96,6 +96,7 @@ namespace Ichni.RhythmGame
|
||||
GameManager.instance.beatmapContainer.matchedBM = this;
|
||||
|
||||
remainingElementAmount = new IntReactiveProperty(elementList.Count);
|
||||
GameElement_BM.identifier.Clear();
|
||||
|
||||
GameManager.instance.StartCoroutine(ExecuteLoadElements());
|
||||
}
|
||||
@@ -119,7 +120,7 @@ namespace Ichni.RhythmGame
|
||||
GameElement_BM.identifier.Add(gameElement.elementGuid, gameElement);
|
||||
}
|
||||
|
||||
Debug.Log(element.attachedElementGuid);
|
||||
//Debug.Log(element.attachedElementGuid);
|
||||
|
||||
element.ExecuteBM();
|
||||
remainingElementAmount.Value--;
|
||||
@@ -167,6 +168,8 @@ namespace Ichni.RhythmGame
|
||||
gameElement.Refresh();
|
||||
});
|
||||
|
||||
GameManager.instance.noteManager.AllNotesRegistered();
|
||||
|
||||
Debug.Log("All elements loaded.");
|
||||
GameManager.instance.gameLoadingCanvas.FadeOut();
|
||||
GameManager.instance.audioManager.isLoading = false;
|
||||
@@ -178,7 +181,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public static readonly List<Type> LowPriorityGameElementTypes = new()
|
||||
{
|
||||
typeof(NoteJudgeSubmodule_BM),
|
||||
//typeof(NoteJudgeSubmodule_BM),
|
||||
};
|
||||
|
||||
public static readonly List<Type> LowPriorityDataTypes = new()
|
||||
|
||||
@@ -13,16 +13,16 @@ namespace Ichni.RhythmGame
|
||||
public float bpm; //每分钟节拍数
|
||||
public float delay; //设定音乐和谱面延迟Delay秒后开始,在延迟中,SongPosition为负数。
|
||||
|
||||
//public float songTime;
|
||||
//public float songBeat => songTime / 60 * bpm;
|
||||
|
||||
public float songLength;
|
||||
public float offset = 0f;
|
||||
public BaseElement_BM matchedBM { get; set; }
|
||||
|
||||
public SongInformation(string songName, float bpm, float delay)
|
||||
public SongInformation(string songName, float bpm, float delay, float offset)
|
||||
{
|
||||
this.songName = songName;
|
||||
this.bpm = bpm;
|
||||
this.delay = delay;
|
||||
this.offset = offset;
|
||||
|
||||
GameManager.instance.audioManager.songPlayer.songTimeSegment = -delay; // 初始化时,歌曲时间为负
|
||||
GameManager.instance.audioManager.isDelaying = delay > 0;
|
||||
@@ -30,12 +30,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public void SaveBM()
|
||||
{
|
||||
matchedBM = new SongInformation_BM(songName, bpm, delay);
|
||||
}
|
||||
|
||||
public void SetUpInspector()
|
||||
{
|
||||
|
||||
matchedBM = new SongInformation_BM(songName, bpm, delay, offset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,22 +41,24 @@ namespace Ichni.RhythmGame
|
||||
public string songName;
|
||||
public float bpm;
|
||||
public float delay;
|
||||
public float offset = 0f;
|
||||
|
||||
public SongInformation_BM()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public SongInformation_BM(string songName, float bpm, float delay)
|
||||
public SongInformation_BM(string songName, float bpm, float delay, float offset)
|
||||
{
|
||||
this.songName = songName;
|
||||
this.bpm = bpm;
|
||||
this.delay = delay;
|
||||
this.offset = offset;
|
||||
}
|
||||
|
||||
public override void ExecuteBM()
|
||||
{
|
||||
GameManager.instance.songInformation = new SongInformation(songName, bpm, delay);
|
||||
GameManager.instance.songInformation = new SongInformation(songName, bpm, delay, offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using Lean.Pool;
|
||||
using Sirenix.OdinInspector;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
@@ -53,10 +54,10 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
foreach (NoteBase note in notes)
|
||||
/*foreach (NoteBase note in notes)
|
||||
{
|
||||
Debug.Log(note.GetType() + " " + note.elementName + " " + note.exactJudgeTime);
|
||||
}
|
||||
}*/
|
||||
|
||||
return notes;
|
||||
}
|
||||
|
||||
@@ -69,73 +69,40 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public partial class GameCamera
|
||||
{
|
||||
private Vector3 GetWorldEulerAngles()
|
||||
{
|
||||
Vector3 output = transformSubmodule.originalEulerAngles;
|
||||
GameElement element = this;
|
||||
while (element != null)
|
||||
{
|
||||
if (element is IHaveTransformSubmodule)
|
||||
{
|
||||
output += ((TransformSubmodule)element.submoduleList.Where(r => r is TransformSubmodule).First()).currentEulerAngles;
|
||||
}
|
||||
element = element.parentElement;
|
||||
}
|
||||
|
||||
|
||||
return output;
|
||||
}
|
||||
public void SetTransformObserver()
|
||||
{
|
||||
Observable.EveryLateUpdate().Subscribe(_ =>
|
||||
{
|
||||
if (!GameManager.instance.audioManager.isUpdating && transformSubmodule == null)
|
||||
if (transformSubmodule == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool willRefresh = false;
|
||||
|
||||
if (transformSubmodule.eulerAnglesOffsetLock)
|
||||
if (!transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark)
|
||||
{
|
||||
transform.localEulerAngles = transformSubmodule.originalEulerAngles;
|
||||
}
|
||||
else if (transformSubmodule.eulerAnglesDirtyMark)
|
||||
{
|
||||
Vector3 offset = Vector3.zero;
|
||||
foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
|
||||
{
|
||||
offset += eulerOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
|
||||
transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset;
|
||||
transform.localEulerAngles = transformSubmodule.currentEulerAngles;
|
||||
transformSubmodule.eulerAnglesDirtyMark = false;
|
||||
willRefresh = true;
|
||||
transformSubmodule.eulerAnglesOffset = Vector3.zero;
|
||||
}
|
||||
|
||||
if (transformSubmodule.positionDirtyMark)
|
||||
{
|
||||
Vector3 offset = Vector3.zero;
|
||||
foreach (Vector3 posOffset in transformSubmodule.positionOffset)
|
||||
{
|
||||
offset += posOffset;
|
||||
}
|
||||
|
||||
transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
|
||||
transformSubmodule.currentPosition = transformSubmodule.originalPosition + transformSubmodule.positionOffset;
|
||||
transform.localPosition = transformSubmodule.currentPosition;
|
||||
transformSubmodule.positionDirtyMark = false;
|
||||
willRefresh = true;
|
||||
transformSubmodule.positionOffset = Vector3.zero;
|
||||
}
|
||||
|
||||
if (willRefresh)
|
||||
{
|
||||
this.Refresh();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
transformSubmodule.eulerAnglesOffset.Clear();
|
||||
transformSubmodule.positionOffset.Clear();
|
||||
|
||||
}).AddTo(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user