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ichni_Creator_Studio/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteGoodBurst.cs

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using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
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using Lean.Pool;
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using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public class DTMNoteGoodBurst : NoteGoodEffect
{
private ParticleSystem effectParticle;
public DTMNoteGoodBurst(NoteVisualBase noteVisual)
{
this.note = noteVisual.note;
this.noteVisual = noteVisual;
this.effectTime = 0f;
}
public override void Recover()
{
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noteVisual.noteMain.SetActive(true);
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}
public override void Adjust()
{
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effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[0], noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
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effectParticle.Play();
noteVisual.noteMain.SetActive(false);
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LeanPool.Despawn(effectParticle.gameObject, 1);
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}
public override EffectBase_BM ConvertToBM()
{
return new DTMNoteGoodBurst_BM(effectTime);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("DTM Note Good Burst");
}
}
namespace Beatmap
{
public class DTMNoteGoodBurst_BM : NoteGoodEffect_BM
{
public DTMNoteGoodBurst_BM()
{
}
public DTMNoteGoodBurst_BM(float effectTime) : base(effectTime)
{
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new DTMNoteGoodBurst(attachedGameElement as NoteVisualBase);
}
}
}
}