修改本体,添加CrossTrackPoint兼容层,兼容StaticTrack Hold,为难度选项扩增全屏可选,添加和调整某些谱面

Signed-off-by: TRADER_FOER <lhf190@outlook.com>
This commit is contained in:
2026-07-18 11:39:55 +08:00
parent 40fa80cd70
commit db5dbe246a
125 changed files with 1510 additions and 1571 deletions

View File

@@ -21,7 +21,7 @@ namespace Ichni.RhythmGame.Beatmap
#if UNITY_STANDALONE
return new FullScreenNearTimeJudgeUnit(attachedNote);
#elif UNITY_ANDROID || UNITY_IOS
if (SettingsManager.instance.gameSettings.judgeType)
if (SettingsManager.instance.gameSettings.ShouldUseFullScreenJudge())
{
return new FullScreenNearTimeJudgeUnit(attachedNote);
}
@@ -29,6 +29,10 @@ namespace Ichni.RhythmGame.Beatmap
{
return new TouchAreaJudgeUnit(attachedNote, areaRadius);
}
#else
return SettingsManager.instance.gameSettings.ShouldUseFullScreenJudge()
? new FullScreenNearTimeJudgeUnit(attachedNote)
: new TouchAreaJudgeUnit(attachedNote, areaRadius);
#endif
}
}

View File

@@ -1,29 +1,47 @@
using System;
using System.Collections.Generic;
namespace Ichni.RhythmGame.Beatmap
{
public class CrossTrackPoint_BM : GameElement_BM
{
public FlexibleInt trackSwitch;
public FlexibleFloat trackPercent;
public FlexibleInt_BM trackSwitch;
public FlexibleFloat_BM trackPercent;
public CrossTrackPoint_BM()
{
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, System.Collections.Generic.List<string> tags,
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleInt_BM trackSwitch, FlexibleFloat_BM trackPercent)
: base(elementName, elementGuid, tags, attachedElement)
{
this.trackSwitch = trackSwitch;
this.trackPercent = trackPercent;
}
public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
: this(elementName, elementGuid, tags, attachedElement, trackSwitch?.ConvertToBM(), trackPercent?.ConvertToBM())
{
}
public override void ExecuteBM()
{
NormalizeFlexibleFields();
matchedElement = CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as ElementFolder, trackSwitch, trackPercent);
GetElement(attachedElementGuid) as ElementFolder,
trackSwitch?.ConvertToGameType() ?? new FlexibleInt(),
trackPercent?.ConvertToGameType() ?? new FlexibleFloat());
}
internal void NormalizeFlexibleFields()
{
trackSwitch ??= new FlexibleInt_BM();
trackSwitch.animatedIntList ??= new List<AnimatedInt>();
trackPercent ??= new FlexibleFloat_BM();
trackPercent.animatedFloatList ??= new List<AnimatedFloat>();
}
}
}