fix
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32127
Assets/FR2_Cache.asset
32127
Assets/FR2_Cache.asset
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@@ -45,9 +45,21 @@ namespace Ichni.RhythmGame
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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if ((positionX.returnType is FlexibleReturnType.MiddleExecuting || positionX.isSwitchingReturnType) ||
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(positionY.returnType is FlexibleReturnType.MiddleExecuting || positionY.isSwitchingReturnType) ||
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(positionZ.returnType is FlexibleReturnType.MiddleExecuting || positionZ.isSwitchingReturnType))
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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else if ((positionX.isSwitchingReturnType ||
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positionY.isSwitchingReturnType ||
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positionZ.isSwitchingReturnType) &&
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(positionX.returnType is not FlexibleReturnType.MiddleExecuting &&
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positionY.returnType is not FlexibleReturnType.MiddleExecuting &&
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positionZ.returnType is not FlexibleReturnType.MiddleExecuting))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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@@ -45,9 +45,21 @@ namespace Ichni.RhythmGame
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scaleY.UpdateFlexibleFloat(songTime);
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scaleZ.UpdateFlexibleFloat(songTime);
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if ((scaleX.returnType is FlexibleReturnType.MiddleExecuting || scaleX.isSwitchingReturnType) ||
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(scaleY.returnType is FlexibleReturnType.MiddleExecuting || scaleY.isSwitchingReturnType) ||
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(scaleZ.returnType is FlexibleReturnType.MiddleExecuting || scaleZ.isSwitchingReturnType))
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if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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else if ((scaleX.isSwitchingReturnType ||
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scaleY.isSwitchingReturnType ||
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scaleZ.isSwitchingReturnType) &&
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(scaleX.returnType is not FlexibleReturnType.MiddleExecuting &&
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scaleY.returnType is not FlexibleReturnType.MiddleExecuting &&
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scaleZ.returnType is not FlexibleReturnType.MiddleExecuting))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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@@ -44,9 +44,21 @@ namespace Ichni.RhythmGame
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eulerAngleY.UpdateFlexibleFloat(songTime);
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eulerAngleZ.UpdateFlexibleFloat(songTime);
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if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType ||
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(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
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(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
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if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else if ((eulerAngleX.isSwitchingReturnType ||
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eulerAngleY.isSwitchingReturnType ||
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eulerAngleZ.isSwitchingReturnType) &&
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(eulerAngleX.returnType is not FlexibleReturnType.MiddleExecuting &&
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eulerAngleY.returnType is not FlexibleReturnType.MiddleExecuting &&
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eulerAngleZ.returnType is not FlexibleReturnType.MiddleExecuting))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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100358
Assets/StreamingAssets/AutoSave/LWS2/AutoSave_0.json
Normal file
100358
Assets/StreamingAssets/AutoSave/LWS2/AutoSave_0.json
Normal file
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@@ -1,2 +1,2 @@
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?¾=çšéUdË<64>é5Ú¡dKÔQ¿ùP:¯ô—lçÈ–5'yˆjW[®-
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¸<EFBFBD>Ö¥¤Ôxmù½Ó’mÛÑ8ÉÛ¹¡j3Àˆ+_r{XRÈÉl¿H5S~€âP8–ÈÊ’ÉÎ
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`ב1c¶iֺ+<2B>^zןר0״ZTKֹDv<E2808F>JmS¥כ×7l’Q]V•Gl¨›ֶu°לvֿ@ז4X[עלS<>DZאk¨l<C2A8>7r<37>:ִµױ¢;<3B>)X~+8ֵֿeס$ס¬¡LB•קlf<6C>j‰Kyֳ<79>W˜ח?’<>Ft!G×^‘x9?½ִ£µ{¶ץ<C2B6>B-}{E׳וl=חva4l~¡®’¦7׃g³ררD«m<6D>׃3א<33>ק·¡„‰×£װ~
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¯–ְ@<40>‡<EFBFBD><E280A1>ֵfIד@›<0E>Gזִ‰<C2AD>ֻ<EFBFBD>r־/8
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@@ -3,8 +3,8 @@
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"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
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"value" : {
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"songName" : "LWS2 - SHENG.wav",
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"bpm" : 85,
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"delay" : 2,
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"bpm" : 170,
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"delay" : 1,
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"offset" : 0,
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"attachedElementGuid" : {
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"value" : "00000000-0000-0000-0000-000000000000"
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@@ -3,7 +3,7 @@
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"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
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"value" : {
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"songName" : "Space Rain.wav",
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"bpm" : 180,
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"bpm" : 181.818,
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"delay" : 0,
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"offset" : 0,
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"attachedElementGuid" : {
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@@ -1,7 +0,0 @@
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fileFormatVersion: 2
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guid: c1ffb98d8628c58409b40ff695a58f0f
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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