This commit is contained in:
SoulliesOfficial
2025-07-21 05:42:20 -04:00
parent e483cfe502
commit bae0bfbc20
533 changed files with 172709 additions and 125965 deletions

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View File

@@ -392,13 +392,13 @@ namespace Dreamteck.Splines
ResampleTransform();
}
void FixedUpdate()
/*void FixedUpdate()
{
if (updateMode == UpdateMode.FixedUpdate || updateMode == UpdateMode.AllUpdate)
{
RunUpdate();
}
}
}*/
void LateUpdate()
{

View File

@@ -514,7 +514,7 @@ namespace Dreamteck.Splines {
#endif
}
private void FixedUpdate()
/*private void FixedUpdate()
{
if (updateMethod == UpdateMethod.FixedUpdate)
{
@@ -522,7 +522,7 @@ namespace Dreamteck.Splines {
RunUpdate();
LateRun();
}
}
}*/
//Update logic for handling threads and rebuilding
private void RunUpdate()

View File

@@ -295,7 +295,12 @@ namespace Dreamteck.Splines
private Quaternion GetRotation(Quaternion inputRotation)
{
rotation = Quaternion.LookRotation(_splineResult.forward * (direction == Spline.Direction.Forward ? 1f : -1f), _splineResult.up);
Vector3 fwd = _splineResult.forward * (direction == Spline.Direction.Forward ? 1f : -1f);
if (fwd != Vector3.zero)
{
rotation = Quaternion.LookRotation(fwd, _splineResult.up);
}
if (_2dMode)
{
if (applyRotation2D)

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externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -37,7 +37,6 @@ MonoBehaviour:
- songName: Chaos Zone
displaySongName: Chaos Zone
composer: "s/a_\u8352\u3057\u305D\u3089 & LaRin"
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -45,20 +44,31 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 5f8118f2efa6a7441a047bc29e699ec4,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 21300000, guid: b8695dede796de14d9d61422114e3766, type: 3}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Hard
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 1, b: 0, a: 1}
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- difficultyIndex: 2
difficultyName: The Sixth
displayDifficultyName:
difficultyValue: 0
charterName: Trader
color: {r: 1, g: 0.4, b: 0.25882354, a: 1}
- songName: Alunite Cas
displaySongName: Alunite Cas
composer: Sander
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -66,20 +76,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 3b97ef9076a5b054c9df4c9d706f3065,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 21300000, guid: 2c311733b4094534fba92ff3c09c8243, type: 3}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Hard
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 1, b: 0, a: 1}
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
charterName: "\u5C0F\u4F18"
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Drowning in a Moment
displaySongName: Drowning in a Moment
composer: "\u7948\u67AB_yita"
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -87,25 +102,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 9aa2c62bfcfea9542b862909a62f0b2f,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 21300000, guid: 0e51a07826521334291c8c2bd2e5c764, type: 3}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Leave Worlds with Smile
displaySongName: Leave Worlds with Smile
composer: SHENG
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -113,25 +128,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 13810307c6d38a14d92791f18916ad1a,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Lunar Shade
displaySongName: Lunar Shade
composer: Mr. weq
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -139,25 +154,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: cdcfc987ec0b27e4bb7e192797629f8e,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
displayDifficultyName:
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName: Hard
difficultyValue: 0
designerName:
charterName: Trader
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Palingenesis of #ffffff
displaySongName: Palingenesis of #ffffff
composer: "\u5B50\u667A"
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -165,25 +180,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 590d400780d9ed64d8db8bc18b0684c7,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Register
displaySongName: Register
composer: OREA
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -191,25 +206,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 321e66943eff4a84ca3e01e98fc5d232,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Space Rain
displaySongName: Space Rain
composer: Pa_lette
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -217,25 +232,25 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: f6ce23fa90b96714db981f3beee99a7b,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: World for White Lies
displaySongName: World for White Lies
composer: KSquare
isNewSong: 1
songSwitch:
idInternal: 0
valueGuidInternal:
@@ -243,18 +258,45 @@ MonoBehaviour:
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 0ea7a2e1f4064d149816dd232d5bd80e,
type: 2}
albumIconCover: {fileID: 0}
albumIllustrationCover: {fileID: 0}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyName: Easy
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
designerName:
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyName: Hard
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
designerName:
charterName: Trader
color: {r: 1, g: 0.2, b: 0.2, a: 1}
- songName: Fate of Fear
displaySongName: Fate of Fear
composer: atiryc
songSwitch:
idInternal: 0
valueGuidInternal:
groupIdInternal: 0
groupGuidInternal:
WwiseObjectReference: {fileID: 11400000, guid: 901393225e43c934c9b95be5b2f860b2,
type: 2}
illustration: {fileID: 0}
illustratorName:
additionalInformation:
difficultyDataList:
- difficultyIndex: 0
difficultyName: Easy
displayDifficultyName:
difficultyValue: 0
charterName:
color: {r: 0, g: 0.7, b: 0.2, a: 1}
- difficultyIndex: 1
difficultyName: Hard
displayDifficultyName:
difficultyValue: 0
charterName:
color: {r: 1, g: 0.2, b: 0.2, a: 1}

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View File

@@ -18,6 +18,16 @@ namespace Ichni.RhythmGame
}
public override void AfterInitialize()
{
base.AfterInitialize();
float delay = GameManager.instance.songInformation.delay;
if (timeDurationSubmodule.CheckTimeInDuration(delay))
{
UpdateAnimation(GameManager.instance.songTime);
}
}
/// <summary>
/// 更新动画
/// </summary>

View File

@@ -46,7 +46,7 @@ namespace Ichni.RhythmGame
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset.Add(currentPosition);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
else

View File

@@ -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);
}
}
}
}

View File

@@ -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

View File

@@ -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

View File

@@ -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()
{
}
}
}
}

View File

@@ -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);
}
}

View File

@@ -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>());

View File

@@ -50,6 +50,11 @@ namespace Ichni.RhythmGame
{
}
public virtual void CheckAndRemoveObservers()
{
}
}
namespace Beatmap

View File

@@ -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);
}

View File

@@ -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()

View File

@@ -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);
}
}
}

View File

@@ -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;
}

View File

@@ -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);
}
}

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