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ichni_Creator_Studio/Assets/Scripts/GameElements/Track/TrackPoints/TrackHeadPoint.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track)
{
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TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
.AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags, isFirstGenerated);
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head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
head.SetParent(track);
return head;
}
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protected override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
submoduleList.Add(timeDurationSubmodule);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
{
trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
}
}
}
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public partial class TrackHeadPoint
{
public override void SaveBM()
{
matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM);
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}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : GameElement_BM
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{
public TrackHeadPoint_BM()
{
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement)
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: base(elementName, elementGuid, tags, attachedElement)
{
}
public override void ExecuteBM()
{
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matchedElement = TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track);
}
public override GameElement DuplicateBM(GameElement parent)
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{
return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false, parent as Track);
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}
}
}
}