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ichni_Creator_Studio/Assets/ThemeBundles/Basic/Scripts/NoteVisual/BasicNoteHoldingExpand.cs

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using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.Basic
{
public class BasicNoteHoldingExpand : NoteHoldingEffect
{
public BasicNoteHoldingExpand(NoteVisualBaseHold noteVisual)
{
this.note = noteVisual.note;
this.noteVisual = noteVisual;
this.effectTime = GetHoldingTime();
}
public override void Recover()
{
noteVisual.noteMain.SetActive(true);
noteVisual.noteMain.transform.localScale = Vector3.one;
this.effectTime = GetHoldingTime();//TODO: 后续改为修改Hold的判定时间和结束时间时自动调整effectTime
}
public override void Adjust()
{
noteVisual.noteMain.transform.localScale = Vector3.one * 2f;
}
public override void Execute()
{
noteVisual.noteMain.transform.localScale = Vector3.one + Vector3.one * effectProgressPercent;
}
public override EffectBase_BM ConvertToBM()
{
return new BasicNoteHoldingExpand_BM(effectTime);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Basic Note Holding Expand");
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var subcontainer = container.GenerateSubcontainer(3);
var holdingTimeText = inspector.GenerateHintText(this, subcontainer, () => $"Holding Time: {GetHoldingTime()}");
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}
}
namespace Beatmap
{
public class BasicNoteHoldingExpand_BM : NoteHoldingEffect_BM
{
public BasicNoteHoldingExpand_BM()
{
}
public BasicNoteHoldingExpand_BM(float effectTime) : base(effectTime)
{
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new BasicNoteHoldingExpand(attachedGameElement as NoteVisualBaseHold);
}
}
}
}