1.向判定效果IInteraction中增强, 支持Hold类型判定, 这将是除Tap以外唯二的判定模式\n2.GameController现在能够打开带有Helper的项目根目录

This commit is contained in:
2025-10-02 11:11:42 +08:00
parent 8e08e3630d
commit a77faec0fa
5 changed files with 138 additions and 58 deletions

View File

@@ -302,6 +302,11 @@ namespace Demo.Editor
}
}
//[Header("PersistentDataPath")]
public string PersistentDataPath => PlatformIndicator.PersistentDataPath;
public string PersistentProjectPath => Path.Combine(PersistentDataPath, "Projects/");
public string PersistentHelperPath => Path.Combine(PersistentDataPath, "Helper/");
private void OpenGameScene(string ProjectName, bool IsCreateNewProject)
{
if (GameContent.instance == null)
@@ -309,7 +314,7 @@ namespace Demo.Editor
new GameObject("GameContent").AddComponent<GameContent>();
}
var content = GameContent.instance;
content.RootSourceDir = Path.Combine(PlatformIndicator.PersistentDataPath, ProjectName) + "/";
content.RootSourceDir = Path.Combine(PersistentProjectPath, ProjectName) + "/";
content.IsCreateNewProject = IsCreateNewProject;
content.ScriptableObjectTypen = GetDefaultScriptableObjectTypen();
content.IsAutoPlay = true;
@@ -371,7 +376,7 @@ namespace Demo.Editor
private void Start()
{
// Helper Files
ToolFile helperHeaderDir = new ToolFile(PlatformIndicator.StreamingAssetsPath) | "Helper/";
ToolFile helperHeaderDir = new ToolFile(PersistentHelperPath);
if (helperHeaderDir.Exists() == false)
{
ProjectCreateHelper.CreateHelperFiles(helperHeaderDir, CurrentProjectDefaultFileStyle);

View File

@@ -4,7 +4,6 @@ using System.Collections.Generic;
using System.IO;
using Cinemachine;
using Convention;
using Convention.WindowsUI.Variant;
using Unity.Profiling;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -27,7 +26,17 @@ namespace Demo.Game
public Action<float> SetSongCurrentTime { get; private set; } = _ => { };
public bool IsMain { get; set; } = false;
public bool IsAutoPlay { get; private set; } = false;
public string ScriptEditor { get; private set; } = "{0}";
/// <summary>
/// 使用形如<b>"E:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\devenv.exe" {0}</b>来打开文件,
/// {0}是必要的, 指代的是将要打开的文件
/// </summary>
public string WhichOpenScript { get; private set; } = "{0}";
/// <summary>
/// 使用形如<b>"E:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\devenv.exe" {0}</b>来打开项目存贮目录,
/// {0}是必要的, 指代的是Helper的父目录, 同时也应该是项目的父目录, 同时配备有全局项目配置, 用于提供注释内容,
/// 值为null时不会在启动时打开
/// </summary>
public string WhichOpenProject { get; private set; } = null;
public ProjectDefaultFileStyle CurrentProjectDefaultFileStyle = default;
public float SongOffset;
@@ -117,55 +126,70 @@ namespace Demo.Game
SetupSongDuration = GameContent.instance.SetupSongDuration;
SetSongCurrentTime = GameContent.instance.SetSongCurrentTime;
SongOffset = GameContent.instance.SongOffset;
}
{
IsHideTrackRender = (bool)MainConfig.FindItem(nameof(IsHideTrackRender), false);
IsAutoPlay = GameContent.instance.IsAutoPlay;
ScriptEditor = (string)MainConfig.FindItem(nameof(ScriptEditor), ScriptEditor);
CurrentProjectDefaultFileStyle = content.CurrentProjectDefaultFileStyle;
}
yield return null;
MainConfig.SaveProperties();
// Load Root Object
{
while (MainConfig.Contains("root") == false)
// Open Project
WhichOpenProject = (string)MainConfig.FindItem(nameof(WhichOpenProject), WhichOpenProject);
if (string.IsNullOrEmpty(WhichOpenProject) == false)
{
string defaultRootPath = "root" + CurrentProjectDefaultFileStyle switch
string path = string.Format($"{WhichOpenProject}", $"\"{Editor.EditorController.instance.PersistentDataPath}\"") ;
try
{
ProjectDefaultFileStyle.PY => ".py",
_ => ".h"
};
if (content.IsCreateNewProject)
{
MainConfig["root"] = defaultRootPath;
if (MainConfig.CreateFile(defaultRootPath))
{
MainConfig.SaveProperties();
break;
}
System.Diagnostics.Process.Start(path);
}
catch (Exception ex)
{
Debug.LogError($"Cannt open {path}", this);
Debug.LogException(ex, this);
}
Debug.LogError($"{nameof(defaultRootPath)} is cannt create or config's root property is not exist", this);
StartCoroutine(GameExit());
yield break;
}
var rootFileName = (string)MainConfig.FindItem("root");
var rootObject = new ToolFile(Path.Combine(content.RootSourceDir, rootFileName));
rootObject.MustExistsPath();
var rootGameObject = new GameObject(rootObject.GetName(true)).AddComponent<RootObject>();
rootGameObject.transform.SetParent(transform);
rootGameObject.ScriptName = rootObject.GetName(true);
rootGameObject.audioSystem = MainAudio;
rootGameObject.EnableScript(content.RootSourceDir, rootObject.GetFullPath(), this);
try
{
yield return rootGameObject.LoadScript(rootObject.LoadAsText());
IsHideTrackRender = (bool)MainConfig.FindItem(nameof(IsHideTrackRender), false);
IsAutoPlay = GameContent.instance.IsAutoPlay;
WhichOpenScript = (string)MainConfig.FindItem(nameof(WhichOpenScript), WhichOpenScript);
CurrentProjectDefaultFileStyle = content.CurrentProjectDefaultFileStyle;
}
finally
yield return null;
MainConfig.SaveProperties();
// Load Root Object
{
MainObject = rootGameObject;
while (MainConfig.Contains("root") == false)
{
string defaultRootPath = "root" + CurrentProjectDefaultFileStyle switch
{
ProjectDefaultFileStyle.PY => ".py",
_ => ".h"
};
if (content.IsCreateNewProject)
{
MainConfig["root"] = defaultRootPath;
if (MainConfig.CreateFile(defaultRootPath))
{
MainConfig.SaveProperties();
break;
}
}
Debug.LogError($"{nameof(defaultRootPath)} is cannt create or config's root property is not exist", this);
StartCoroutine(GameExit());
yield break;
}
var rootFileName = (string)MainConfig.FindItem("root");
var rootObject = new ToolFile(Path.Combine(content.RootSourceDir, rootFileName));
rootObject.MustExistsPath();
var rootGameObject = new GameObject(rootObject.GetName(true)).AddComponent<RootObject>();
rootGameObject.transform.SetParent(transform);
rootGameObject.ScriptName = rootObject.GetName(true);
rootGameObject.audioSystem = MainAudio;
rootGameObject.EnableScript(content.RootSourceDir, rootObject.GetFullPath(), this);
try
{
yield return rootGameObject.LoadScript(rootObject.LoadAsText());
}
finally
{
MainObject = rootGameObject;
}
}
}
}

View File

@@ -133,7 +133,7 @@ namespace Demo
public static void OpenScriptFile(ScriptableObject so)
{
string path = so.ScriptPath;
var ScriptEditor = so.GetRoot().RootGameController.ScriptEditor;
var ScriptEditor = so.GetRoot().RootGameController.WhichOpenScript;
try
{
System.Diagnostics.Process.Start(string.Format($"{ScriptEditor}", $"\"{path}\""));

View File

@@ -138,7 +138,16 @@ namespace Demo.Game
return DurationStats.After;
}
public abstract bool JudgementBehaviour(float timePoint);
public enum JudgementLevel
{
None = -2,//No Judge
Default = -1,
BestLevel = 0,//Level0
ScoreLevel = 1,//Level1
Bad = 128,
}
public abstract JudgementLevel JudgementBehaviour(float timePoint);
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{

View File

@@ -1,3 +1,4 @@
using Convention;
using UnityEngine;
namespace Demo.Game
@@ -9,21 +10,62 @@ namespace Demo.Game
return new GameObject().AddComponent<FullScreenInteraction>();
}
public override bool JudgementBehaviour(float timePoint)
[Content] public bool IsNeedTap = true;
[Content, SerializeField] private bool IsJudgement = false;
[Content, SerializeField] private bool IsReleaseJudgementEffect = false;
/// <summary>
/// 设置为Hold模式, 即不需要点按即可判定的模式
/// </summary>
[ScriptableCall(@"设置为Hold模式, 即不需要点按即可判定的模式")]
public void EnableHoldMode()
{
if (GetRoot().RootGameController.IsAutoPlay)
return timePoint > GetBestJudgementTimePoint();
var inputs = GetRoot().InputCatch;
for (int i = 0, e = inputs.Count; i < e; i++)
IsNeedTap = false;
}
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{
base.UpdateTicks(currentTime, deltaTime, tickType);
if (tickType == TickType.Pause || tickType == TickType.Reset)
{
var current = inputs[i];
if (IsInInteractiveDuration(current.TimePoint))
IsJudgement = false;
IsReleaseJudgementEffect = false;
}
}
public override JudgementLevel JudgementBehaviour(float timePoint)
{
var stats = timePoint > GetBestJudgementTimePoint();
if (IsJudgement)
{
if (IsNeedTap)
return JudgementLevel.None;
else if (stats && IsReleaseJudgementEffect == false)
{
inputs.RemoveAt(i);
return true;
IsReleaseJudgementEffect = true;
return JudgementLevel.BestLevel;
}
else
return JudgementLevel.None;
}
if (GetRoot().RootGameController.IsAutoPlay)
return stats ? JudgementLevel.BestLevel: JudgementLevel.None;
var inputs = GetRoot().InputCatch;
var index = inputs.FindIndex(x => IsInInteractiveDuration(x.TimePoint));
if (index != -1)
{
if (IsNeedTap)
{
inputs.RemoveAt(index);
return JudgementLevel.Default;
}
else
{
IsJudgement = true;
return JudgementLevel.None;
}
}
return false;
return JudgementLevel.None;
}
}
}