Chapter 2 和一些优先度调整
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.MetropolisOnOrbit.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.MetropolisOnOrbit
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{
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public class MOONotePerfectAnimation : NotePerfectEffect
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{
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MOONoteVisual mooNoteVisual => noteVisual as MOONoteVisual;
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public MOONotePerfectAnimation(MOONoteVisual noteVisual)
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{
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this.note = noteVisual.note;
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this.noteVisual = noteVisual;
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this.effectTime = 0f;
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}
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public override void Recover()
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{
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//mooNoteVisual.judgeEffectAnimator.ResetTrigger("Perfect");
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mooNoteVisual.judgeEffectAnimator.CrossFade("Idle", 0f);
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noteVisual.judgeEffect.SetActive(false);
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noteVisual.noteMain.SetActive(true);
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/*if (mooNoteVisual is BasicHoldVisualMesh holdVisualMesh)
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{
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holdVisualMesh.notePartList[1].SetActive(true);
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holdVisualMesh.notePartList[2].SetActive(true);
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}*/
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}
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public override void Adjust()
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{
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noteVisual.judgeEffect.SetActive(true);
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mooNoteVisual.judgeEffectAnimator.CrossFade("Perfect", 0f);
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noteVisual.noteMain.SetActive(false);
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/*if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
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{
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holdVisualMesh.notePartList[1].SetActive(false);
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holdVisualMesh.notePartList[2].SetActive(false);
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}*/
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}
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public override EffectBase_BM ConvertToBM()
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{
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return new MOONotePerfectAnimation_BM(effectTime);
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}
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public override void SetUpInspector()
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Basic Note Perfect Burst");
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//var subcontainer = container.GenerateSubcontainer(3);
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}
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}
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namespace Beatmap
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{
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public class MOONotePerfectAnimation_BM : NotePerfectEffect_BM
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{
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public MOONotePerfectAnimation_BM()
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{
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}
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public MOONotePerfectAnimation_BM(float effectTime) : base(effectTime)
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{
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new MOONotePerfectAnimation(attachedGameElement as MOONoteVisual);
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}
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}
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}
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}
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