97 lines
3.3 KiB
C#
97 lines
3.3 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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public class ParticleJudgement : IJudgementHookObject, IAssetBundleLoader
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{
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public static ParticleJudgement Make()
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{
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return new GameObject().AddComponent<ParticleJudgement>();
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}
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private List<IEnumerator> AssetBundleLoadings = new();
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[Content, SerializeField] private Dictionary<int, string> AssetBundles = new();
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[Content, SerializeField] private Dictionary<int, GameObject> Prefabs = new();
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[Content, SerializeField] private Dictionary<int, float> Durations = new();
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public override IEnumerator LoadScript(string script)
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{
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yield return base.LoadScript(script);
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foreach (var loading in AssetBundleLoadings)
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yield return loading;
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}
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public override IEnumerator UnloadScript()
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{
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yield return base.UnloadScript();
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foreach (var ab in AssetBundles)
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yield return this.UnloadAssetBundle(ab.Value);
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}
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/// <summary>
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/// 加载预制体作为子物体
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/// </summary>
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/// <param name="level">判定等级对应会出现的粒子效果,若没有对应的则向更低的值寻找</param>
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/// <param name="ab"></param>
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/// <param name="prefab"></param>
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/// <param name="duration">判定效果的持续时间</param>
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[ScriptableCall(@"
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<summary>
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加载预制体作为子物体
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</summary>
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<param name=""level"">判定等级对应会出现的粒子效果,若没有对应的则向更低的值寻找</param>
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<param name=""ab""></param>
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<param name=""prefab""></param>
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<param name=""duration"">判定效果的持续时间</param>
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")]
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public void Load(string level, string ab, string prefab, string duration)
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{
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int levelId = int.Parse(level);
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IEnumerator Foo()
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{
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AssetBundle assetBundle = null;
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var ir = this.LoadAssetBundle(ab, x => assetBundle = x);
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yield return ir;
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var req = assetBundle.LoadAssetAsync<GameObject>(prefab);
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yield return req;
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GameObject sub = Instantiate(req.asset as GameObject);
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sub.SetActive(false);
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Prefabs.Add(levelId, sub);
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sub.transform.SetParent(transform);
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AssetBundles.Add(levelId, ab);
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Durations.Add(levelId, float.Parse(duration));
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}
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AssetBundleLoadings.Add(Foo());
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}
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private void CreateParticle(GameObject prefab)
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{
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prefab.SetActive(true);
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}
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private void DestroyParticle(GameObject prefab)
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{
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prefab.SetActive(false);
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}
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public override void OnJudgement(int level)
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{
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for (int i = level; i >= 0; i--)
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{
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if (Prefabs.TryGetValue(i, out var effect))
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{
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ConventionUtility.CreateSteps()
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.Next(() => CreateParticle(effect))
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.Wait(Durations[i], () => DestroyParticle(effect))
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.Invoke();
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}
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}
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}
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}
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}
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