编写了选择物体的功能,并且调整了文件结构

This commit is contained in:
OrdinaryMan647 2025-11-06 20:06:29 +08:00
parent 8a5a90d3a3
commit 62853fa9be
71 changed files with 11883 additions and 2167 deletions

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@ -50,8 +50,8 @@ MonoBehaviour:
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@ -46,6 +46,13 @@ MonoBehaviour:
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@ -57,7 +64,6 @@ GameObject:
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m_Name: Renderer m_Name: Renderer
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@ -130,27 +136,6 @@ MeshRenderer:
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@ -191,6 +191,7 @@ GameObject:
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- component: {fileID: 4909686704432844395}
m_Layer: 0 m_Layer: 0
m_Name: Drag m_Name: Drag
m_TagString: Untagged m_TagString: Untagged
@ -227,3 +228,24 @@ MonoBehaviour:
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@ -10,6 +10,7 @@ GameObject:
m_Component: m_Component:
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- component: {fileID: -4438568451419830934}
m_Layer: 0 m_Layer: 0
m_Name: Flick m_Name: Flick
m_TagString: Untagged m_TagString: Untagged
@ -46,6 +47,27 @@ MonoBehaviour:
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@ -94,6 +94,7 @@ GameObject:
m_Component: m_Component:
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- component: {fileID: 4869839956365182491} - component: {fileID: 4869839956365182491}
- component: {fileID: 715087861950065430}
m_Layer: 0 m_Layer: 0
m_Name: Note m_Name: Note
m_TagString: Untagged m_TagString: Untagged
@ -130,6 +131,27 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff

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@ -2,13 +2,26 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.VisualScripting.FullSerializer; using Unity.VisualScripting.FullSerializer;
public enum ReferencePointLocation public enum ReferencePointLocation : int
{ {
Near, Far, RightTop, RightBottom, LeftTop, LeftBottom Near=0,
Far=1,
RightTop=2,
RightBottom=3,
LeftTop=4,
LeftBottom=5
} }
public enum FlickDirection public enum FlickDirection : int
{ {
Up, RightUp, Right, RightDown, Down, LeftDown, Left, LeftUp, Any Up=0,
RightUp=1,
Right=2,
RightDown=3,
Down=4,
LeftDown=5,
Left=6,
LeftUp=7,
Any=8
} }
/// <summary> /// <summary>

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@ -0,0 +1,12 @@
using UnityEngine;
/// <summary>
/// 当实现了该编辑器接口时,被射线击中之后将向主控传递自己的信息
/// </summary>
public interface IRaycastHittable
{
/// <summary>
/// 该接口用于返回数据的引用,传入碰撞数据可以拓展更多操作
/// </summary>
RuntimeBaseNoteData OnHitByRay(RaycastHit hit);
}

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5837a79191ebf8440a4d9ecfbc93cc09
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -40,7 +40,7 @@ public enum JugdeLevel
/// 最后是物件的回收,当一个物件完成了所有的未尽事宜之后,就会自己返回对象池。 /// 最后是物件的回收,当一个物件完成了所有的未尽事宜之后,就会自己返回对象池。
/// </para> /// </para>
/// </remarks> /// </remarks>
public abstract class BaseNote : MonoBehaviour public abstract class BaseNote : MonoBehaviour,IRaycastHittable
{ {
/// <summary> /// <summary>
/// 用于存储自身在数据类的引用,用于检索,该字段仅在谱面编辑器中存在 /// 用于存储自身在数据类的引用,用于检索,该字段仅在谱面编辑器中存在
@ -77,6 +77,7 @@ public abstract class BaseNote : MonoBehaviour
/// 是否为装饰,勾选之后该物件将不会进入判定流程,它只在被实例化时决定 /// 是否为装饰,勾选之后该物件将不会进入判定流程,它只在被实例化时决定
/// </summary> /// </summary>
public bool IsDecorated { get; set; } public bool IsDecorated { get; set; }
/// <summary> /// <summary>
/// 歌曲必要信息的容器,提供歌曲时间 /// 歌曲必要信息的容器,提供歌曲时间
/// </summary> /// </summary>
@ -171,4 +172,16 @@ public abstract class BaseNote : MonoBehaviour
{ {
//像判定区间,还有游戏难度,关卡属性,可以放在这里初始化 //像判定区间,还有游戏难度,关卡属性,可以放在这里初始化
} }
/// <summary>
/// 返回一个自己的引用
/// </summary>
public RuntimeBaseNoteData OnHitByRay(RaycastHit hit)
{
// 打印自己的信息
Debug.Log($"物体 {gameObject.name} 被击中了!");
Debug.Log($"碰撞点: {hit.point}, 法线: {hit.normal}");
// 可以添加更多自定义信息
return SelfRef;
}
} }

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@ -35,5 +35,4 @@ public class NoteController : BaseNote
m_SpriteRenderer.color = A0; t = 0; m_SpriteRenderer.color = A0; t = 0;
_BPMGroup = timing; _BPMGroup = timing;
} }
} }

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@ -0,0 +1,8 @@
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guid: 728e1c27d2b776344a929db6834f5c85
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@ -26,6 +26,9 @@ public class DataFlowController : BaseNote
[SerializeField] private float _endTime; [SerializeField] private float _endTime;
[SerializeField] private float _width; [SerializeField] private float _width;
/// <summary>
/// 这一个字段的封转有问题,它是通过
/// </summary>
public DataFlowUnit dataFlowUnitPrefab; public DataFlowUnit dataFlowUnitPrefab;
Stack<DataFlowUnit> dataFlowUnitPool = new Stack<DataFlowUnit>(); Stack<DataFlowUnit> dataFlowUnitPool = new Stack<DataFlowUnit>();
void Awake() void Awake()

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@ -1,22 +1,22 @@
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
public class DataFlowUnit : MonoBehaviour public class DataFlowUnit : DataFlowController
{ {
protected Transform _transform; //protected Transform _transform;
protected Transform _rendererTransform; //protected Transform _rendererTransform;
protected Transform _anchorPointTransform; //protected Transform _anchorPointTransform;
//首尾位置 //首尾位置
[SerializeField] private float _startPointXPos; private float _UnitStartPointXPos;
[SerializeField] private float _startPointYPos; private float _UnitStartPointYPos;
[SerializeField] private float _endPointXPos; private float _UnitEndPointXPos;
[SerializeField] private float _endPointYPos; private float _UnitEndPointYPos;
//起始时间 //起始时间
[SerializeField] private float _startTime; private float _UnitStartTime;
[SerializeField] private float _endTime; private float _UnitEndTime;
SongInformationContainer _songInformation; //SongInformationContainer _songInformation;
BPMGroup _BPMGroup; //BPMGroup _BPMGroup;
/// <summary> /// <summary>
/// 现在时间与结束点时间的差值 /// 现在时间与结束点时间的差值
@ -25,11 +25,11 @@ public class DataFlowUnit : MonoBehaviour
{ {
get get
{ {
if(_endTime - _songInformation.SongCurrentTime >= 0) if(_UnitEndTime - _songInformation.SongCurrentTime >= 0)
{ {
return _endTime - _songInformation.SongCurrentTime; return _UnitEndTime - _songInformation.SongCurrentTime;
} }
else return -(_endTime -_songInformation.SongCurrentTime); else return -(_UnitEndTime -_songInformation.SongCurrentTime);
} }
} }
/// <summary> /// <summary>
@ -37,7 +37,7 @@ public class DataFlowUnit : MonoBehaviour
/// </summary> /// </summary>
private float timeInterval private float timeInterval
{ {
get { return _endTime - _startTime; } get { return _UnitEndTime - _UnitStartTime; }
} }
/// <summary> /// <summary>
@ -49,25 +49,25 @@ public class DataFlowUnit : MonoBehaviour
get get
{ {
//目前时间处于两点中间, //目前时间处于两点中间,
if (_songInformation.SongCurrentTime < _endTime && _songInformation.SongCurrentTime >= _startTime) if (_songInformation.SongCurrentTime < _UnitEndTime && _songInformation.SongCurrentTime >= _UnitStartTime)
{ {
return new( return new(
_endPointXPos - currentTimeInterval * (_endPointXPos - _startPointXPos) / timeInterval, _UnitEndPointXPos - currentTimeInterval * (_UnitEndPointXPos - _UnitStartPointXPos) / timeInterval,
_endPointYPos - currentTimeInterval * (_endPointYPos - _startPointYPos) / timeInterval, _UnitEndPointYPos - currentTimeInterval * (_UnitEndPointYPos - _UnitStartPointYPos) / timeInterval,
0 0
); );
} }
//最后应该与结束点重合 //最后应该与结束点重合
if (_songInformation.SongCurrentTime >= _endTime) if (_songInformation.SongCurrentTime >= _UnitEndTime)
{ {
return _endPoint; return _endPoint;
} }
//在开始时间还大于现在时间的情况下 //在开始时间还大于现在时间的情况下
return new( return new(
_startPointXPos, _UnitStartPointXPos,
_startPointYPos, _UnitStartPointYPos,
_BPMGroup.CurrentNoteSpeed * (_startTime - _songInformation.SongCurrentTime) _BPMGroup.CurrentNoteSpeed * (_UnitStartTime - _songInformation.SongCurrentTime)
); );
} }
} }
@ -76,9 +76,9 @@ public class DataFlowUnit : MonoBehaviour
get get
{ {
return new( return new(
_endPointXPos, _UnitEndPointXPos,
_endPointYPos, _UnitEndPointYPos,
_BPMGroup.CurrentNoteSpeed * (_endTime - _songInformation.SongCurrentTime) _BPMGroup.CurrentNoteSpeed * (_UnitEndTime - _songInformation.SongCurrentTime)
); );
} }
} }
@ -139,7 +139,7 @@ public class DataFlowUnit : MonoBehaviour
new Vector2(0.0f, 1.0f), new Vector2(0.0f, 1.0f),
}; };
private Vector3[] _vertex = new Vector3[24]; private Vector3[] _vertex = new Vector3[24];
private float _width = 0.4f; private float _unitWidth = 0.4f;
#endregion #endregion
void Awake() void Awake()
{ {
@ -157,7 +157,7 @@ public class DataFlowUnit : MonoBehaviour
UpdateRenderer(_songInformation.SongCurrentTime); UpdateRenderer(_songInformation.SongCurrentTime);
UpdateAnchorPoint(_songInformation.SongCurrentTime); UpdateAnchorPoint(_songInformation.SongCurrentTime);
if (Input.GetKeyDown(KeyCode.A)&& _songInformation.SongCurrentTime>=_startTime) if (Input.GetKeyDown(KeyCode.A)&& _songInformation.SongCurrentTime>=_UnitStartTime)
{ {
Debug.Log(this.ToString()); Debug.Log(this.ToString());
} }
@ -165,8 +165,8 @@ public class DataFlowUnit : MonoBehaviour
public override string ToString() public override string ToString()
{ {
return return
$"¿ªÊ¼Ê±¼ä{_startTime}\n"+ $"¿ªÊ¼Ê±¼ä{_UnitStartTime}\n"+
$"½áÊøÊ±¼ä{_endTime}\n"+ $"½áÊøÊ±¼ä{_UnitEndTime}\n"+
$"目前开始点的位置{_startPoint}\n" + $"目前开始点的位置{_startPoint}\n" +
$"目前结束点的位置{_endPoint}"; $"目前结束点的位置{_endPoint}";
} }
@ -176,10 +176,10 @@ public class DataFlowUnit : MonoBehaviour
void UpdateRenderer(float currentTime) void UpdateRenderer(float currentTime)
{ {
_rendererMeshFilter.mesh.Clear(); _rendererMeshFilter.mesh.Clear();
_rendererMeshFilter.mesh = MeshEditor.DrawMeshByCoordinates(_rendererMeshFilter.mesh, _vertex, _triangles, _uvs, _startPoint, _endPoint, _width); _rendererMeshFilter.mesh = MeshEditor.DrawMeshByCoordinates(_rendererMeshFilter.mesh, _vertex, _triangles, _uvs, _startPoint, _endPoint, _unitWidth);
//处于不生成生成范围时,调整为关闭状态并且返回 //处于不生成生成范围时,调整为关闭状态并且返回
if (currentTime > _endTime) if (currentTime > _UnitEndTime)
{ {
_rendererTransform.gameObject.SetActive(false); _rendererTransform.gameObject.SetActive(false);
return; return;
@ -195,7 +195,7 @@ public class DataFlowUnit : MonoBehaviour
_anchorPointTransform.position = new Vector3(_startPoint.x, _startPoint.y, 0); _anchorPointTransform.position = new Vector3(_startPoint.x, _startPoint.y, 0);
//处于不生成生成范围时,调整为关闭状态并且返回 //处于不生成生成范围时,调整为关闭状态并且返回
if (currentTime < _startTime - _BPMGroup.InitializeOffset || currentTime > _endTime) if (currentTime < _UnitStartTime - _BPMGroup.InitializeOffset || currentTime > _UnitEndTime)
{ {
_anchorPointTransform.gameObject.SetActive(false); _anchorPointTransform.gameObject.SetActive(false);
return; return;
@ -212,18 +212,18 @@ public class DataFlowUnit : MonoBehaviour
public void Init(Vector2 startPoint, Vector2 endPoint, float startTime, float endTime, float width, SongInformationContainer container, BPMGroup timing) public void Init(Vector2 startPoint, Vector2 endPoint, float startTime, float endTime, float width, SongInformationContainer container, BPMGroup timing)
{ {
//赋值坐标 //赋值坐标
_startPointXPos = startPoint.x; _UnitStartPointXPos = startPoint.x;
_startPointYPos = startPoint.y; _UnitStartPointYPos = startPoint.y;
_endPointXPos = endPoint.x; _UnitEndPointXPos = endPoint.x;
_endPointYPos = endPoint.y; _UnitEndPointYPos = endPoint.y;
//给属性赋值 //给属性赋值
_width = width; _unitWidth = width;
_songInformation = container; _songInformation = container;
//获得时间 //获得时间
_startTime = startTime; _UnitStartTime = startTime;
_endTime = endTime; _UnitEndTime = endTime;
_anchorPointTransform.gameObject.SetActive(false); _anchorPointTransform.gameObject.SetActive(false);
_BPMGroup = timing; _BPMGroup = timing;

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@ -0,0 +1,8 @@
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@ -69,6 +69,8 @@ public class MainMenuController : MonoBehaviour
//注册事件 //注册事件
OnTimeChange += _MainMenuView.TopPanel.ChangeTimeText; OnTimeChange += _MainMenuView.TopPanel.ChangeTimeText;
OnTimeChange += ChangeProgressBar; OnTimeChange += ChangeProgressBar;
OnCurrentDataUpdate += UpdateNoteDataWindow;
} }
void Update() void Update()
{ {
@ -220,7 +222,9 @@ public class MainMenuController : MonoBehaviour
//之后需要更改为事件系统 //之后需要更改为事件系统
if (Input.GetMouseButtonDown(0))//鼠标左键 if (Input.GetMouseButtonDown(0))//鼠标左键
{ {
//
OnLeftClickCreateNewNote(_preGeneratedObject); OnLeftClickCreateNewNote(_preGeneratedObject);
CreateRay();
} }
if (Input.GetMouseButtonDown(1))//鼠标右键 if (Input.GetMouseButtonDown(1))//鼠标右键
{ {
@ -255,7 +259,6 @@ public class MainMenuController : MonoBehaviour
ReadFile(); ReadFile();
} }
} }
#region #region
/// <summary> /// <summary>
/// 文件写入操作 /// 文件写入操作
@ -421,7 +424,7 @@ public class MainMenuController : MonoBehaviour
{ {
ReferencePointLocation reference = ReferencePointLocation.Near; ReferencePointLocation reference = ReferencePointLocation.Near;
float startTime = _MainMenuModel.SongCurrentTime; float startTime = _MainMenuModel.SongCurrentTime;
float endTime=0; float endTime = 0;
_MainMenuView.TopPanel.StatusBar.text = "当前位置时间信息已录入,请选择第二个位置,右键取消创建"; _MainMenuView.TopPanel.StatusBar.text = "当前位置时间信息已录入,请选择第二个位置,右键取消创建";
@ -454,7 +457,7 @@ public class MainMenuController : MonoBehaviour
while (!(Input.GetMouseButtonDown(0) && isReferenceSelected)) while (!(Input.GetMouseButtonDown(0) && isReferenceSelected))
{ {
if (Input.GetKeyDown(KeyCode.Alpha1)|| Input.GetKeyDown(KeyCode.Keypad1)) if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1))
{ {
reference = ReferencePointLocation.Near; reference = ReferencePointLocation.Near;
isReferenceSelected = true; isReferenceSelected = true;
@ -526,12 +529,12 @@ public class MainMenuController : MonoBehaviour
); );
Go.SelfRef = selfRef; Go.SelfRef = selfRef;
_MainMenuView.TopPanel.StatusBar.text = "开始位置:"+ mouseWorldPos.ToString()+" 时间:"+startTime+" 结束位置:"+ currentMousePos.ToString()+" 时间:"+ endTime; _MainMenuView.TopPanel.StatusBar.text = "开始位置:" + mouseWorldPos.ToString() + " 时间:" + startTime + " 结束位置:" + currentMousePos.ToString() + " 时间:" + endTime;
} }
/// <summary> /// <summary>
/// 点击左键时创建新的物件 /// 点击左键时创建新的物件,不是创造模式时不会创建
/// </summary> /// </summary>
private void OnLeftClickCreateNewNote(BaseNote preGeneratedObject) private void OnLeftClickCreateNewNote(BaseNote preGeneratedObject)
{ {
if (!(isBuildingModelEnabled && !BuildingOptionPanel.gameObject.activeSelf)) return; if (!(isBuildingModelEnabled && !BuildingOptionPanel.gameObject.activeSelf)) return;
Vector3 mousePos = Input.mousePosition; Vector3 mousePos = Input.mousePosition;
@ -610,7 +613,7 @@ public class MainMenuController : MonoBehaviour
GeneralOptionPanel.MouseGudies.onClick.AddListener(null); GeneralOptionPanel.MouseGudies.onClick.AddListener(null);
GeneralOptionPanel.BuildingModel.onClick.AddListener(OpenBuildOptionPanel); GeneralOptionPanel.BuildingModel.onClick.AddListener(OpenBuildOptionPanel);
GeneralOptionPanel.EditModel.onClick.AddListener(null); GeneralOptionPanel.EditModel.onClick.AddListener(null);
GeneralOptionPanel.Output.onClick.AddListener(()=> WriteFile("Chart.json", _MainMenuModel.GetChartJson())); GeneralOptionPanel.Output.onClick.AddListener(() => WriteFile("Chart.json", _MainMenuModel.GetChartJson()));
} }
/// <summary> /// <summary>
@ -711,4 +714,74 @@ public class MainMenuController : MonoBehaviour
} }
} }
#endregion #endregion
#region
/*
*
* 1.线
* 2.
* 3.,
*/
/// <summary>
/// 当前展示在窗口中的数据
/// </summary>
private RuntimeBaseNoteData currentData = null;
public event Action<RuntimeBaseNoteData> OnCurrentDataUpdate;
/// <summary>
/// 创造一条射线,当射线击中可以被击中的对象时,将会获取它身上的运行时数据
/// </summary>
public void CreateRay()
{
// 获取鼠标位置并创建射线,并可视化射线仅在Scene视图中可见
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(ray.origin, ray.direction * 1000f, Color.cyan, 0.4f);
//这里是调试的代码
if (Physics.Raycast(ray, out var hit, 1000f))
{
Debug.DrawLine(ray.origin, hit.point, Color.green, 0.4f);
// 在碰撞点绘制一个小球
Debug.DrawRay(hit.point, hit.normal, Color.blue, 0.4f);
Debug.Log("击中了:"+hit.collider.gameObject.name);
//这里触发一下更新事件
OnCurrentDataUpdate?.Invoke(GetNoteDataByRay(hit));
}
}
/// <summary>
/// 创造一条射线,当射线击中可以被击中的对象时,将会返回它身上的运行时数据,在没有击中物体时可能会返回Null
/// </summary>
public RuntimeBaseNoteData GetNoteDataByRay(RaycastHit hit)
{
RuntimeBaseNoteData data = null;
//获取接口组件
IRaycastHittable hittable = hit.collider.GetComponent<IRaycastHittable>();
if (hittable != null)
{
//这里就拿到了目标物体的数据
data = hittable.OnHitByRay(hit);
}
return data;
}
/// <summary>
/// 比对新旧数据,当发现当前C层的展示数据变更时,通知视觉层展示新的数据
/// </summary>
public void UpdateNoteDataWindow(RuntimeBaseNoteData data)
{
if(data!= currentData)
{
Debug.Log("已经替换了目前的数据");
currentData = data;
_MainMenuView.NoteEditWindows.UpdateWindowData(currentData);
}
}
#endregion
#region
//储存当前查找到的数据引用,之后将作为查找的依据
//使用当前的数据更新属性面板(属性面板自己也要开放一个接口用于快速返回与更新数据)
//当属性面板里面的数据发生修改时,用预先存储的数据去查找
//修改好数据之后,用新数据更新预先存储的数据,将成为新的查找依据
#endregion
} }

View File

@ -7,21 +7,27 @@ public class MainMenuView : MonoBehaviour
public Transform _Transform; public Transform _Transform;
public Dictionary<FlickDirection, Sprite> FlickSpritePairs { get; } = new Dictionary<FlickDirection, Sprite>(); public Dictionary<FlickDirection, Sprite> FlickSpritePairs { get; } = new Dictionary<FlickDirection, Sprite>();
public NotePoolManager NotePool { get; private set; } = new NotePoolManager(); public NotePoolManager NotePool { get; private set; } = new NotePoolManager();
//主界面UI的引用 //主界面UI的引用
public TopPanelView TopPanel { get; private set; } public TopPanelView TopPanel { get; private set; }
public LeftPanelView LeftPanel { get; private set; } public LeftPanelView LeftPanel { get; private set; }
public ProgressBarView ProgressBar { get; private set; } public ProgressBarView ProgressBar { get; private set; }
public NoteEditWindowsView NoteEditWindows { get; private set; }
//可游玩物体的预制件引用 //可游玩物体的预制件引用
public NoteController NotePrefab { get; private set; } public NoteController NotePrefab { get; private set; }
public DragController DragPrefab { get; private set; } public DragController DragPrefab { get; private set; }
public FlickController FlickPrefab { get; private set; } public FlickController FlickPrefab { get; private set; }
public DataFlowController DataFlowPrefab { get; private set; } public DataFlowController DataFlowPrefab { get; private set; }
public LandMineController LandMinePrefab { get; private set; } public LandMineController LandMinePrefab { get; private set; }
//装饰物件的预制件引用 //装饰物件的预制件引用
public BeatLinesController BeatLinesPrefab { get; private set; } public BeatLinesController BeatLinesPrefab { get; private set; }
//右键窗口的预制件引用 //右键窗口的预制件引用
public GeneralOptionPanelController GeneralOptionPanel { get; private set; } public GeneralOptionPanelController GeneralOptionPanel { get; private set; }
public BuildingOptionPanelController BuildingOptionPanel { get; private set; } public BuildingOptionPanelController BuildingOptionPanel { get; private set; }
//主界面引导物体的引用 //主界面引导物体的引用
public SelectView MainMenuSelectView { get; private set; } public SelectView MainMenuSelectView { get; private set; }
private void Awake() private void Awake()
@ -44,6 +50,7 @@ public class MainMenuView : MonoBehaviour
TopPanel = _Transform.Find("TopPanel").GetComponent<TopPanelView>(); TopPanel = _Transform.Find("TopPanel").GetComponent<TopPanelView>();
LeftPanel = _Transform.Find("LeftPanel").GetComponent<LeftPanelView>(); LeftPanel = _Transform.Find("LeftPanel").GetComponent<LeftPanelView>();
ProgressBar =_Transform.Find("ProgressBar").GetComponent<ProgressBarView>(); ProgressBar =_Transform.Find("ProgressBar").GetComponent<ProgressBarView>();
NoteEditWindows = _Transform.Find("NoteEditPanel/NoteEditWindow").GetComponent<NoteEditWindowsView>();
} }
/// <summary> /// <summary>
/// 用于加载所有可游玩物件的视觉物件 /// 用于加载所有可游玩物件的视觉物件

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@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 整个主界面编辑器的控制面板,之后将会把各种窗口操作集成到这个控制器中
/// </summary>
public class NoteEditPanelController : MonoBehaviour
{
/*
* ,,
* ,
*/
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoteEditPanelModel : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoteEditPanelView : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,142 @@
using Ookii.Dialogs;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
/// <summary>
/// 所有的视图管理器
/// </summary>
public class NoteEditWindowsView : MonoBehaviour
{
/// <summary>
/// 自身变换组件
/// </summary>
public Transform _Transform { get; private set; }
public TextMeshProUGUI Title { get; private set; }
public TMP_InputField Start_x { get; private set; }
public TMP_InputField Start_y { get; private set; }
public TMP_InputField TargetTime { get; private set; }
public TMP_InputField End_x { get; private set; }
public TMP_InputField End_y { get; private set; }
public TMP_InputField EndTime { get; private set; }
public TMP_InputField GroupNum { get; private set; }
public TMP_Dropdown Type { get; private set; }
void Awake()
{
_Transform = gameObject.GetComponent<Transform>();
Title = _Transform.Find("Title").GetComponent<TextMeshProUGUI>();
Start_x = _Transform.Find("X_InputField").GetComponent<TMP_InputField>();
Start_y = _Transform.Find("Y_InputField").GetComponent<TMP_InputField>();
TargetTime = _Transform.Find("TargetTimeTitle_InputField").GetComponent<TMP_InputField>();
End_x = _Transform.Find("EndX_InputField").GetComponent<TMP_InputField>();
End_y = _Transform.Find("EndY_InputField").GetComponent<TMP_InputField>();
EndTime = _Transform.Find("EndTime_InputField").GetComponent<TMP_InputField>();
GroupNum = _Transform.Find("GroupNum_InputField").GetComponent<TMP_InputField>();
Type = _Transform.Find("TypeDropdown").GetComponent<TMP_Dropdown>();
}
//这里将声明一个事件,叫做被编辑事件,当这里的数据发生更改时,这个视觉系统将触发这个事件
//此时主控会通过预先预先留好的接口获取数据
//那之后,这些数据将会更新主数据库
/// <summary>
/// 该接口用于更新窗口中的数据,识别传入的数据类型,并且更新为对应的模样
/// </summary>
public void UpdateWindowData(RuntimeBaseNoteData data)
{
Debug.Log("窗口编辑器中显示数据的类型为:"+data.GetType());
switch (data)
{
case RuntimeNoteData:
{
();
Title.text = "Tap";
Start_x.text=data.xPos.ToString();
Start_y.text=data.yPos.ToString();
TargetTime.text=data.targetTime.ToString();
break;
}
case RuntimeDragData:
{
();
Title.text = "Drag";
Start_x.text = data.xPos.ToString();
Start_y.text = data.yPos.ToString();
TargetTime.text = data.targetTime.ToString();
break;
}
case RuntimeFlickData:
{
var flickData = data as RuntimeFlickData;
();
Title.text = "Flick";
Start_x.text = data.xPos.ToString();
Start_y.text = data.yPos.ToString();
TargetTime.text = data.targetTime.ToString();
//遍历枚举的方法
var flickDirection = Enum.GetValues(typeof(FlickDirection));
foreach (var item in flickDirection)
{
Type.options.Add(new TMP_Dropdown.OptionData(item.ToString()));
}
Type.SetValueWithoutNotify((int)flickData.direction);
break;
}
case RuntimeSnakeData:
{
var slider = data as RuntimeSnakeData;
();
Title.text = "Slider";
Start_x.text = data.xPos.ToString();
Start_y.text = data.yPos.ToString();
TargetTime.text = data.targetTime.ToString();
End_x.text = slider.endXPos.ToString();
End_y.text = slider.endYPos.ToString();
EndTime.text = slider.endTime.ToString();
//遍历枚举的方法
var referencePointLocation = Enum.GetValues(typeof(ReferencePointLocation));
foreach (var item in referencePointLocation)
{
Type.options.Add(new TMP_Dropdown.OptionData(item.ToString()));
}
Type.SetValueWithoutNotify((int)slider.referencePoint);
break;
}
}
}
private void ()
{
Title.text = "null";
Start_x.text="null";
Start_y.text= "null";
TargetTime.text = "null";
End_x.text = "null";
End_y.text = "null";
EndTime.text = "null";
GroupNum.text = "null";
Type.ClearOptions();
}
}

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