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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@ -191,6 +191,7 @@ GameObject:
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@ -10,6 +10,7 @@ GameObject:
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@ -46,6 +47,27 @@ MonoBehaviour:
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@ -94,6 +94,7 @@ GameObject:
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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 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>

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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。
/// </para>
/// </remarks>
public abstract class BaseNote : MonoBehaviour
public abstract class BaseNote : MonoBehaviour,IRaycastHittable
{
/// <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
@ -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
/// </summary>
public bool IsDecorated { get; set; }
/// <summary>
/// 歌曲必要信息的容器,提供歌曲时间
/// </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
}
/// <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;
_BPMGroup = timing;
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 728e1c27d2b776344a929db6834f5c85
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@ -26,6 +26,9 @@ public class DataFlowController : BaseNote
[SerializeField] private float _endTime;
[SerializeField] private float _width;
/// <summary>
/// 这一个字段的封转有问题,它是通过
/// </summary>
public DataFlowUnit dataFlowUnitPrefab;
Stack<DataFlowUnit> dataFlowUnitPool = new Stack<DataFlowUnit>();
void Awake()

View File

@ -1,22 +1,22 @@
using UnityEngine;
using UnityEngine.UIElements;
public class DataFlowUnit : MonoBehaviour
public class DataFlowUnit : DataFlowController
{
protected Transform _transform;
protected Transform _rendererTransform;
protected Transform _anchorPointTransform;
//protected Transform _transform;
//protected Transform _rendererTransform;
//protected Transform _anchorPointTransform;
//首尾位置
[SerializeField] private float _startPointXPos;
[SerializeField] private float _startPointYPos;
[SerializeField] private float _endPointXPos;
[SerializeField] private float _endPointYPos;
private float _UnitStartPointXPos;
private float _UnitStartPointYPos;
private float _UnitEndPointXPos;
private float _UnitEndPointYPos;
//起始时间
[SerializeField] private float _startTime;
[SerializeField] private float _endTime;
SongInformationContainer _songInformation;
BPMGroup _BPMGroup;
private float _UnitStartTime;
private float _UnitEndTime;
//SongInformationContainer _songInformation;
//BPMGroup _BPMGroup;
/// <summary>
/// 现在时间与结束点时间的差值
@ -25,11 +25,11 @@ public class DataFlowUnit : MonoBehaviour
{
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>
@ -37,7 +37,7 @@ public class DataFlowUnit : MonoBehaviour
/// </summary>
private float timeInterval
{
get { return _endTime - _startTime; }
get { return _UnitEndTime - _UnitStartTime; }
}
/// <summary>
@ -49,25 +49,25 @@ public class DataFlowUnit : MonoBehaviour
get
{
//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(
_endPointXPos - currentTimeInterval * (_endPointXPos - _startPointXPos) / timeInterval,
_endPointYPos - currentTimeInterval * (_endPointYPos - _startPointYPos) / timeInterval,
_UnitEndPointXPos - currentTimeInterval * (_UnitEndPointXPos - _UnitStartPointXPos) / timeInterval,
_UnitEndPointYPos - currentTimeInterval * (_UnitEndPointYPos - _UnitStartPointYPos) / timeInterval,
0
);
}
//最后应该与结束点重合
if (_songInformation.SongCurrentTime >= _endTime)
if (_songInformation.SongCurrentTime >= _UnitEndTime)
{
return _endPoint;
}
//在开始时间还大于现在时间的情况下
return new(
_startPointXPos,
_startPointYPos,
_BPMGroup.CurrentNoteSpeed * (_startTime - _songInformation.SongCurrentTime)
_UnitStartPointXPos,
_UnitStartPointYPos,
_BPMGroup.CurrentNoteSpeed * (_UnitStartTime - _songInformation.SongCurrentTime)
);
}
}
@ -76,9 +76,9 @@ public class DataFlowUnit : MonoBehaviour
get
{
return new(
_endPointXPos,
_endPointYPos,
_BPMGroup.CurrentNoteSpeed * (_endTime - _songInformation.SongCurrentTime)
_UnitEndPointXPos,
_UnitEndPointYPos,
_BPMGroup.CurrentNoteSpeed * (_UnitEndTime - _songInformation.SongCurrentTime)
);
}
}
@ -139,7 +139,7 @@ public class DataFlowUnit : MonoBehaviour
new Vector2(0.0f, 1.0f),
};
private Vector3[] _vertex = new Vector3[24];
private float _width = 0.4f;
private float _unitWidth = 0.4f;
#endregion
void Awake()
{
@ -157,7 +157,7 @@ public class DataFlowUnit : MonoBehaviour
UpdateRenderer(_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());
}
@ -165,8 +165,8 @@ public class DataFlowUnit : MonoBehaviour
public override string ToString()
{
return
$"¿ªÊ¼Ê±¼ä{_startTime}\n"+
$"½áÊøÊ±¼ä{_endTime}\n"+
$"¿ªÊ¼Ê±¼ä{_UnitStartTime}\n"+
$"½áÊøÊ±¼ä{_UnitEndTime}\n"+
$"目前开始点的位置{_startPoint}\n" +
$"目前结束点的位置{_endPoint}";
}
@ -176,10 +176,10 @@ public class DataFlowUnit : MonoBehaviour
void UpdateRenderer(float currentTime)
{
_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
if (currentTime > _endTime)
if (currentTime > _UnitEndTime)
{
_rendererTransform.gameObject.SetActive(false);
return;
@ -195,7 +195,7 @@ public class DataFlowUnit : MonoBehaviour
_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
if (currentTime < _startTime - _BPMGroup.InitializeOffset || currentTime > _endTime)
if (currentTime < _UnitStartTime - _BPMGroup.InitializeOffset || currentTime > _UnitEndTime)
{
_anchorPointTransform.gameObject.SetActive(false);
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)
{
//赋值坐标
_startPointXPos = startPoint.x;
_startPointYPos = startPoint.y;
_endPointXPos = endPoint.x;
_endPointYPos = endPoint.y;
_UnitStartPointXPos = startPoint.x;
_UnitStartPointYPos = startPoint.y;
_UnitEndPointXPos = endPoint.x;
_UnitEndPointYPos = endPoint.y;
//给属性赋值
_width = width;
_unitWidth = width;
_songInformation = container;
//获得时间
_startTime = startTime;
_endTime = endTime;
_UnitStartTime = startTime;
_UnitEndTime = endTime;
_anchorPointTransform.gameObject.SetActive(false);
_BPMGroup = timing;

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1c4e21ed9acc7cc4cb07af8a7da30d90
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@ -69,6 +69,8 @@ public class MainMenuController : MonoBehaviour
//注册事件
OnTimeChange += _MainMenuView.TopPanel.ChangeTimeText;
OnTimeChange += ChangeProgressBar;
OnCurrentDataUpdate += UpdateNoteDataWindow;
}
void Update()
{
@ -220,7 +222,9 @@ public class MainMenuController : MonoBehaviour
//之后需要更改为事件系统
if (Input.GetMouseButtonDown(0))//鼠标左键
{
//
OnLeftClickCreateNewNote(_preGeneratedObject);
CreateRay();
}
if (Input.GetMouseButtonDown(1))//鼠标右键
{
@ -255,7 +259,6 @@ public class MainMenuController : MonoBehaviour
ReadFile();
}
}
#region
/// <summary>
/// 文件写入操作
@ -421,7 +424,7 @@ public class MainMenuController : MonoBehaviour
{
ReferencePointLocation reference = ReferencePointLocation.Near;
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";
@ -454,7 +457,7 @@ public class MainMenuController : MonoBehaviour
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;
isReferenceSelected = true;
@ -526,10 +529,10 @@ public class MainMenuController : MonoBehaviour
);
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>
/// 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>
private void OnLeftClickCreateNewNote(BaseNote preGeneratedObject)
{
@ -610,7 +613,7 @@ public class MainMenuController : MonoBehaviour
GeneralOptionPanel.MouseGudies.onClick.AddListener(null);
GeneralOptionPanel.BuildingModel.onClick.AddListener(OpenBuildOptionPanel);
GeneralOptionPanel.EditModel.onClick.AddListener(null);
GeneralOptionPanel.Output.onClick.AddListener(()=> WriteFile("Chart.json", _MainMenuModel.GetChartJson()));
GeneralOptionPanel.Output.onClick.AddListener(() => WriteFile("Chart.json", _MainMenuModel.GetChartJson()));
}
/// <summary>
@ -711,4 +714,74 @@ public class MainMenuController : MonoBehaviour
}
}
#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
}

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

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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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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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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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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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