主题包初步装载
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83
Assets/Scripts/GameElements/Notes/NoteObjects/Stay.cs
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83
Assets/Scripts/GameElements/Notes/NoteObjects/Stay.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class Stay : NoteBase
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{
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public static Stay GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime)
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{
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Stay stay = Instantiate(EditorManager.instance.basePrefabs.tapNote, parentElement.transform).GetComponent<Stay>();
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stay.Initialize(elementName, id, tags, isFirstGenerated);
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stay.exactJudgeTime = exactJudgeTime;
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stay.transformSubmodule = new TransformSubmodule(stay);
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stay.timeDurationSubmodule = new TimeDurationSubmodule(stay);
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stay.SetParent(parentElement);
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if (parentElement.TryGetComponent(out Track track))
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{
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if (track.trackTimeSubmodule != null)
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{
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stay.track = track;
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stay.trackPositioner = stay.AddComponent<SplinePositioner>();
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stay.trackPositioner.spline = track.trackPathSubmodule.path;
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stay.isOnTrack = true;
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stay.UpdateNoteInTrack();
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}
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else
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{
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throw new System.Exception("如果Note要生成在Track上,Track必须有TrackTimeSubmodule组件。");
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}
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}
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else
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{
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stay.track = null;
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stay.isOnTrack = false;
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}
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return stay;
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}
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}
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public partial class Stay
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{
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public override void SaveBM()
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{
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matchedBM = new Stay_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, exactJudgeTime);
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}
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}
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namespace Beatmap
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{
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public class Stay_BM : NoteBase_BM
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{
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public Stay_BM()
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{
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}
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public Stay_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement, float exactJudgeTime)
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: base(elementName, elementGuid, tags, attachedElement, exactJudgeTime)
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{
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this.exactJudgeTime = exactJudgeTime;
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}
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public override void ExecuteBM()
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{
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matchedElement = Stay.GenerateElement(elementName, elementGuid, tags, false, GetElement(attachedElementGuid), exactJudgeTime);
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}
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public override GameElement DuplicateBM(GameElement parent)
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{
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return Stay.GenerateElement(elementName, elementGuid, tags, false, parent, exactJudgeTime);
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}
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}
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}
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}
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