This commit is contained in:
SoulliesOfficial
2025-08-14 03:26:08 -04:00
parent dc530472ba
commit 72a722a83f
18 changed files with 525541 additions and 30696 deletions

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@@ -45,9 +45,21 @@ namespace Ichni.RhythmGame
positionY.UpdateFlexibleFloat(songTime);
positionZ.UpdateFlexibleFloat(songTime);
if ((positionX.returnType is FlexibleReturnType.MiddleExecuting || positionX.isSwitchingReturnType) ||
(positionY.returnType is FlexibleReturnType.MiddleExecuting || positionY.isSwitchingReturnType) ||
(positionZ.returnType is FlexibleReturnType.MiddleExecuting || positionZ.isSwitchingReturnType))
if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
positionY.returnType is FlexibleReturnType.MiddleExecuting ||
positionZ.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
targetTransformSubmodule.positionOffset += currentPosition;
targetTransformSubmodule.positionDirtyMark = true;
}
else if ((positionX.isSwitchingReturnType ||
positionY.isSwitchingReturnType ||
positionZ.isSwitchingReturnType) &&
(positionX.returnType is not FlexibleReturnType.MiddleExecuting &&
positionY.returnType is not FlexibleReturnType.MiddleExecuting &&
positionZ.returnType is not FlexibleReturnType.MiddleExecuting))
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);

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@@ -45,9 +45,21 @@ namespace Ichni.RhythmGame
scaleY.UpdateFlexibleFloat(songTime);
scaleZ.UpdateFlexibleFloat(songTime);
if ((scaleX.returnType is FlexibleReturnType.MiddleExecuting || scaleX.isSwitchingReturnType) ||
(scaleY.returnType is FlexibleReturnType.MiddleExecuting || scaleY.isSwitchingReturnType) ||
(scaleZ.returnType is FlexibleReturnType.MiddleExecuting || scaleZ.isSwitchingReturnType))
if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
targetTransformSubmodule.scaleOffset += currentScale;
targetTransformSubmodule.scaleDirtyMark = true;
}
else if ((scaleX.isSwitchingReturnType ||
scaleY.isSwitchingReturnType ||
scaleZ.isSwitchingReturnType) &&
(scaleX.returnType is not FlexibleReturnType.MiddleExecuting &&
scaleY.returnType is not FlexibleReturnType.MiddleExecuting &&
scaleZ.returnType is not FlexibleReturnType.MiddleExecuting))
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);

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@@ -44,9 +44,21 @@ namespace Ichni.RhythmGame
eulerAngleY.UpdateFlexibleFloat(songTime);
eulerAngleZ.UpdateFlexibleFloat(songTime);
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType ||
(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
targetTransformSubmodule.eulerAnglesDirtyMark = true;
}
else if ((eulerAngleX.isSwitchingReturnType ||
eulerAngleY.isSwitchingReturnType ||
eulerAngleZ.isSwitchingReturnType) &&
(eulerAngleX.returnType is not FlexibleReturnType.MiddleExecuting &&
eulerAngleY.returnType is not FlexibleReturnType.MiddleExecuting &&
eulerAngleZ.returnType is not FlexibleReturnType.MiddleExecuting))
{
animationReturnType = FlexibleReturnType.MiddleExecuting;
Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);

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@@ -1,2 +1,2 @@
?¾=çšéUdË<64>é5Ú¡dKÔQ¿ùP:¯ô—lçÈ5'yˆjW[®-
¸<EFBFBD>Ö¥¤Ôxmù½ÓmÛÑ8ÉÛ¹¡j3Àˆ+_r{XRÈÉl¿H5S~€âP8–ÈÊ’ÉÎ
`ב1c¶iֺ+<2B>^zןר0״ZTKֹDv<E2808F>Jm כ×7lQ]V•Gֶu°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׳ו l=חva4l~¡®¦7׃g³ררD«m<6D>׃<33>ק·¡„‏­‰×£װ~
¯–ְ@<40><EFBFBD><E280A1>ֵfIד@<0E>Gזִ­<C2AD>ֻ<EFBFBD>r־/8

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@@ -3,8 +3,8 @@
"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
"value" : {
"songName" : "LWS2 - SHENG.wav",
"bpm" : 85,
"delay" : 2,
"bpm" : 170,
"delay" : 1,
"offset" : 0,
"attachedElementGuid" : {
"value" : "00000000-0000-0000-0000-000000000000"

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@@ -3,7 +3,7 @@
"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
"value" : {
"songName" : "Space Rain.wav",
"bpm" : 180,
"bpm" : 181.818,
"delay" : 0,
"offset" : 0,
"attachedElementGuid" : {

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@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: c1ffb98d8628c58409b40ff695a58f0f
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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