@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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private DTMNoteVisualHold noteVisualHold;
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public float targetStartPercent, targetEndPercent;
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public float startPercent, endPercent;
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public DTMNoteGenerateExtend(NoteVisualBase noteVisual, float generateTime, float effectTime)
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{
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this.note = noteVisual.note;
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@@ -31,10 +31,46 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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noteVisualHold.headPoint.SetPercent(startPercent);
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noteVisualHold.tailPoint.SetPercent(endPercent);
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}
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public override void UpdateEffect(float triggerTime)
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{
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EffectState state = CheckEffectState(triggerTime);
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float songTime = EditorManager.instance.songInformation.songTime;
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triggerTime -= generateTime;
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if (state == EffectState.Before)
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{
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if (nowEffectState != EffectState.Before)
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{
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nowEffectState = EffectState.Before;
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effectProgressPercent = 0;
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}
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Recover();
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}
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else if (state == EffectState.Middle)
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{
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if (nowEffectState == EffectState.Before)
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{
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PreExecute();
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}
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nowEffectState = EffectState.Middle;
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effectProgressPercent = (songTime - triggerTime) / effectTime;
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Execute();
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}
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else if (state == EffectState.After && nowEffectState != EffectState.After)
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{
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if (nowEffectState != EffectState.Middle)
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PreExecute();
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nowEffectState = EffectState.After;
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effectProgressPercent = 1;
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Adjust();
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}
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}
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public override void Recover()
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{
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noteVisualHold.noteMain.SetActive(false);
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if (noteVisualHold.noteMain.activeSelf)
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noteVisualHold.noteMain.SetActive(false);
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}
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public override EffectBase_BM ConvertToBM()
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@@ -50,8 +86,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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startPercent = targetStartPercent;
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endPercent = targetStartPercent;
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noteVisual.noteMain.SetActive(true);
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UpdateHold();
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}
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public override void Execute()
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{
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float e = AnimationCurveEvaluator.Evaluate(AnimationCurveType.OutQuad, effectProgressPercent);
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@@ -66,7 +103,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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endPercent = targetEndPercent;
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UpdateHold();
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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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@@ -10,19 +10,54 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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public class DTMNoteHoldingBreath : NoteHoldingEffect
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{
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private ParticleSystem breathParticle;
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public DTMNoteHoldingBreath(DTMNoteVisualHold 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 = GetHoldingTime();
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}
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public override void Recover()
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{
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if(breathParticle != null) LeanPool.Despawn(breathParticle.gameObject);
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if (breathParticle != null)
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LeanPool.Despawn(breathParticle.gameObject);
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}
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public override void UpdateEffect(float triggerTime)
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{
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EffectState state = CheckEffectState(triggerTime);
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float songTime = EditorManager.instance.songInformation.songTime;
|
||||
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||||
if (state == EffectState.Before)
|
||||
{
|
||||
Recover();
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||||
if (nowEffectState != EffectState.Before)
|
||||
{
|
||||
nowEffectState = EffectState.Before;
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||||
effectProgressPercent = 0;
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||||
}
|
||||
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}
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else if (state == EffectState.Middle)
|
||||
{
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||||
if (nowEffectState == EffectState.Before || nowEffectState == EffectState.After)
|
||||
{
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||||
PreExecute();
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||||
}
|
||||
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||||
nowEffectState = EffectState.Middle;
|
||||
effectProgressPercent = (songTime - triggerTime) / effectTime;
|
||||
Execute();
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}
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||||
else if (state == EffectState.After && nowEffectState != EffectState.After)
|
||||
{
|
||||
if (nowEffectState != EffectState.Middle)
|
||||
PreExecute();
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||||
nowEffectState = EffectState.After;
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||||
effectProgressPercent = 1;
|
||||
Adjust();
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||||
}
|
||||
}
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||||
public override void PreExecute()
|
||||
{
|
||||
GameObject effectPrefab = null;
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||||
@@ -40,7 +75,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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||||
default:
|
||||
return;
|
||||
}
|
||||
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||||
if (breathParticle != null)
|
||||
LeanPool.Despawn(breathParticle.gameObject);
|
||||
breathParticle = LeanPool.Spawn(effectPrefab, noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
|
||||
breathParticle.Play();
|
||||
}
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||||
@@ -69,12 +105,12 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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||||
{
|
||||
public DTMNoteHoldingBreath_BM()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
public DTMNoteHoldingBreath_BM(float effectTime) : base(effectTime)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
|
||||
|
||||
Reference in New Issue
Block a user