1.解决了Track面向的问题2.新增Surface类型的Spline渲染器3.新增with后缀表达式
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File diff suppressed because one or more lines are too long
@@ -32,7 +32,13 @@ namespace Demo.Editor
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baseTypeName = baseTypeName[..baseTypeName.LastIndexOf('`')];
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}
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stream.Write($"#include \"{baseTypeName}.helper.h\"\n\n#define {typeName}\n\n");
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}
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stream.Write(@"/*
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<EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԭ
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e.g: LoadSubScript(SplineCore, ""SplineCore.h"") with(r = 1, g = 1, b = 1);
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*/");
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stream.Write($"#define with(...)\n\n");
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}
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private static void WriteCPPStyleFunction(StreamWriter stream, string name, IEnumerable<string> paramList, string description)
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{
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@@ -1,9 +1,5 @@
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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 Convention.Internal;
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using Convention.WindowsUI;
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using Convention.WindowsUI.Variant;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -63,7 +59,7 @@ namespace Demo.Editor.UI
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public void ResizeOnTimeline()
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{
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if(IsSetup==false)
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if (IsSetup == false)
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{
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gameObject.SetActive(false);
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return;
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@@ -76,7 +72,7 @@ namespace Demo.Editor.UI
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Vector3 minPosition = DragAreaInternal.rect.min - DragObjectInternal.rect.min;
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Vector3 maxPosition = DragAreaInternal.rect.max - DragObjectInternal.rect.max;
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if(DragObjectInternal.localPosition.y< minPosition.y|| DragObjectInternal.localPosition.y > maxPosition.y)
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if (DragObjectInternal.localPosition.y < minPosition.y || DragObjectInternal.localPosition.y > maxPosition.y)
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{
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RawButton.gameObject.SetActive(false);
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return;
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@@ -92,7 +88,7 @@ namespace Demo.Editor.UI
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if (Mathf.Approximately(durationX, durationY))
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{
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from = (durationX - clip.x) / left2rightDuration;
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to = from + 0.1f;
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to = Mathf.Max(from + 0.1f, EditorController.instance.SongOffset);
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}
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else
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{
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@@ -32,22 +32,93 @@ namespace Demo
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public static class ScriptCallUtility
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{
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// 解析函数调用的方法
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public static (string functionName, string[] arguments) ParseFunctionCall(string input)
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// 解析函数调用的方法,支持 with 子句
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public static (string functionName, string[] arguments, Dictionary<string, string> withVariables) ParseFunctionCall(string input)
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{
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// 匹配函数名和参数部分
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Match match = Regex.Match(input, @"^(\w+)\s*\(\s*(.*?)\s*\)\s*;?$");
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// 匹配函数名和参数部分,以及可选的 with 子句
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Match match = Regex.Match(input, @"^(\w+)\s*\(\s*(.*?)\s*\)\s*(?:\s+with\s*\(\s*(.*?)\s*\))?\s*;?$");
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if (!match.Success)
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return (null, new string[0]);
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return (null, new string[0], new Dictionary<string, string>());
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string functionName = match.Groups[1].Value;
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string argumentsString = match.Groups[2].Value;
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string withString = match.Groups[3].Value;
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// 解析参数数组
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string[] arguments = ParseArguments(argumentsString);
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return (functionName, arguments);
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// 解析 with 子句的变量
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Dictionary<string, string> withVariables = new Dictionary<string, string>();
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if (!string.IsNullOrWhiteSpace(withString))
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{
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withVariables = ParseWithClause(withString);
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}
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return (functionName, arguments, withVariables);
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}
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// 解析 with 子句的方法
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private static Dictionary<string, string> ParseWithClause(string withString)
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{
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var variables = new Dictionary<string, string>();
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if (string.IsNullOrWhiteSpace(withString))
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return variables;
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int i = 0;
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while (i < withString.Length)
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{
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// 跳过空白字符
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while (i < withString.Length && char.IsWhiteSpace(withString[i]))
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i++;
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if (i >= withString.Length)
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break;
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// 解析变量名
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int nameStart = i;
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while (i < withString.Length && (char.IsLetterOrDigit(withString[i]) || withString[i] == '_'))
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i++;
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if (i == nameStart)
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break; // 没有找到有效的变量名
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string varName = withString.Substring(nameStart, i - nameStart);
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// 跳过空白字符
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while (i < withString.Length && char.IsWhiteSpace(withString[i]))
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i++;
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// 检查等号
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if (i >= withString.Length || withString[i] != '=')
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break; // 没有找到等号
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i++; // 跳过等号
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// 跳过空白字符
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while (i < withString.Length && char.IsWhiteSpace(withString[i]))
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i++;
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// 解析变量值
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string varValue = ExtractArgument(withString, ref i);
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variables[varName] = varValue.Trim();
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// 跳过空白字符
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while (i < withString.Length && char.IsWhiteSpace(withString[i]))
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i++;
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// 检查逗号
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if (i < withString.Length && withString[i] == ',')
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{
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i++; // 跳过逗号
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}
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else if (i < withString.Length)
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{
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break; // 期望逗号但找到了其他字符
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}
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}
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return variables;
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}
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// 解析参数的方法
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@@ -382,7 +453,14 @@ namespace Demo
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}
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throw new ArgumentException("value is end by '}' but not match on any invlid parse");
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}
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return float.Parse(value);
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try
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{
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return float.Parse(value);
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}
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catch
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{
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throw new FormatException($"{value} is not support any Parser");
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}
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}
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}
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@@ -726,7 +804,7 @@ namespace Demo
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}
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var exprs = preprocessing.Split(';');
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ParseStats ParseCommandAndParamaterWords(int commandIterator, ref string command, ref string[] words)
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ParseStats ParseCommandAndParamaterWords(int commandIterator, ref string command, ref string[] words, ref Dictionary<string,string> withVariables)
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{
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var expr = exprs[commandIterator].Trim();
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//空语句
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@@ -745,7 +823,7 @@ namespace Demo
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MethodInvokerCache.Add(this.GetType(), new());
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}
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//函数解析
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(command, words) = ScriptCallUtility.ParseFunctionCall(expr);
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(command, words, withVariables) = ScriptCallUtility.ParseFunctionCall(expr);
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if (string.IsNullOrEmpty(command))
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return ParseStats.Continue;
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for (int i = 0, e = words.Length; i < e; i++)
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@@ -763,7 +841,8 @@ namespace Demo
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{
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string command = null;
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string[] words = null;
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var stats = ParseCommandAndParamaterWords(commandIterator, ref command, ref words);
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Dictionary<string, string> withVariables = new();
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var stats = ParseCommandAndParamaterWords(commandIterator, ref command, ref words,ref withVariables);
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if (stats == ParseStats.Continue)
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continue;
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else if (stats == ParseStats.Break)
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@@ -781,13 +860,16 @@ namespace Demo
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// Main Loop
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for (int commandIterator = 0; commandIterator < exprs.Length; commandIterator++)
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{
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// Run Stats
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string command = null;
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string[] words = null;
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var stats = ParseCommandAndParamaterWords(commandIterator, ref command, ref words);
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Dictionary<string, string> withVariables = new();
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var stats = ParseCommandAndParamaterWords(commandIterator, ref command, ref words, ref withVariables);
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if (stats == ParseStats.Continue)
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continue;
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else if (stats == ParseStats.Break)
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break;
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// Logic
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if (command == "label")
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{
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@@ -808,6 +890,8 @@ namespace Demo
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continue;
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}
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}
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// Functions
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var paramsList = (from word in words where string.IsNullOrEmpty(word.Trim()) == false select (object)word.Trim()).ToArray();
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if (MethodInvokerCache[this.GetType()].TryGetValue(command, out MemberInfo commandInfo) == false)
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{
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@@ -823,6 +907,23 @@ namespace Demo
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}
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Debug.Log($"in line \"{expr}\" of \"{ScriptPath}\", {command} is try to invoke", this);
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IEnumerator resultEnumerator = null;
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// 处理 with 子句:保存当前变量状态并设置新变量
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Dictionary<string, float> originalVariables = new Dictionary<string, float>();
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if (withVariables.Count > 0)
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{
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foreach (var kvp in withVariables)
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{
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// 保存原始值(如果存在)
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if (ScriptContextSpace.TryGetValue(kvp.Key, out var originalValue))
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{
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originalVariables[kvp.Key] = originalValue;
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}
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// 设置新值
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ScriptContextSpace[kvp.Key] = Parse(kvp.Value);
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}
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}
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try
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{
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// 调用成功
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@@ -852,7 +953,26 @@ namespace Demo
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Debug.LogException(ex, this);
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yield break;
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}
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yield return resultEnumerator;
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// 恢复 with 子句中的变量状态
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if (withVariables.Count > 0)
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{
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foreach (var kvp in withVariables)
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{
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if (originalVariables.ContainsKey(kvp.Key))
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{
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// 恢复原始值
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ScriptContextSpace[kvp.Key] = originalVariables[kvp.Key];
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}
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else
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{
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// 删除不存在的变量
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ScriptContextSpace.Remove(kvp.Key);
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}
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}
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}
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}
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}
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@@ -55,6 +55,7 @@ namespace Demo.Game
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{ $"{nameof(SplineHeadObject)}",SplineHeadObject.Make},
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{ $"{nameof(SplineTrackRenderer)}",SplineTrackRenderer.Make},
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{ $"{nameof(SplineTubeRenderer)}",SplineTubeRenderer.Make},
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{ $"{nameof(SplineSurfaceRenderer)}",SplineTubeRenderer.Make},
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};
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public static Dictionary<string, Func<ScriptableObject>> JudgementInstantiate = new()
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22
Assets/Scripts/MoreSpline/SplineSurfaceRenderer.cs
Normal file
22
Assets/Scripts/MoreSpline/SplineSurfaceRenderer.cs
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@@ -0,0 +1,22 @@
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using System;
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using System.Collections;
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using Convention;
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using Dreamteck.Splines;
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using UnityEngine;
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namespace Demo.Game
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{
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public class SplineSurfaceRenderer : BasicSplineRenderer<SurfaceGenerator>
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{
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public static SplineTrackRenderer Make()
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{
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return new GameObject().AddComponent<SplineTrackRenderer>();
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}
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public override IEnumerator LoadScript(string script)
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{
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MyLineMaterial = Resources.Load<Material>("Line/Default");
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yield return base.LoadScript(script);
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}
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}
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}
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11
Assets/Scripts/MoreSpline/SplineSurfaceRenderer.cs.meta
Normal file
11
Assets/Scripts/MoreSpline/SplineSurfaceRenderer.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: acff355a0ae693443abc68f727f6d0ab
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -6,44 +6,17 @@ using UnityEngine;
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namespace Demo.Game
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{
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public class SplineTrackRenderer : BasicSplineRenderer<SplineRenderer>
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public class SplineTrackRenderer : BasicSplineRenderer<PathGenerator>
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{
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public static SplineTrackRenderer Make()
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{
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return new GameObject().AddComponent<SplineTrackRenderer>();
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}
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public const bool DefaultIsAutoOrient = false;
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[Content] public bool IsAutoOrient = DefaultIsAutoOrient;
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public override IEnumerator LoadScript(string script)
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{
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MyLineMaterial = Resources.Load<Material>("Line/Default");
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yield return base.LoadScript(script);
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}
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public override void SetupMeshGenerator(SplineRenderer meshGenerater)
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{
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base.SetupMeshGenerator(meshGenerater);
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meshGenerater.autoOrient = IsAutoOrient;
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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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// Reset
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{
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IsAutoOrient = DefaultIsAutoOrient;
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}
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}
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/// <summary>
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/// 开启自动面向摄像机的功能
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/// </summary>
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[ScriptableCall(@"开启自动面向摄像机的功能")]
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public void EnableAutoOrient()
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{
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IsAutoOrient = true;
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}
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}
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}
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: b233390febd1b6548b41142aba2c5d72
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 8cbf3bec3a6187e4bbcb9f484659d579
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Block a user