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ichni_Official/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Note/NoteEffect/DTMRippleEffect.cs

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using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public class DTMRippleEffect : EffectBase
{
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#region [] Effect Fields & States
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private DTMRipple ripple;
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public float rippleTime;
public Vector3 positionOffset;
public Vector3 eulerAnglesOffset;
public Vector3 scale;
public Color emissionColor;
public float emissionIntensity;
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#endregion
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#region [] Initialization
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public DTMRippleEffect(float rippleTime, Color emissionColor, float emissionIntensity,
Vector3 positionOffset, Vector3 eulerAnglesOffset, Vector3 scale)
{
this.effectTime = 0;
this.rippleTime = rippleTime;
this.positionOffset = positionOffset;
this.eulerAnglesOffset = eulerAnglesOffset;
this.scale = scale;
this.emissionColor = emissionColor;
this.emissionIntensity = emissionIntensity;
}
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#endregion
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#region [] Core Effect Logic
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public override void Adjust()
{
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GameObject prefab = GameManager.Instance.customPrefabs["departure_to_multiverse"].GetPrefab("DTM_Ripple");
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ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponent<DTMRipple>();
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ripple.transform.localPosition = positionOffset;
ripple.transform.localEulerAngles = eulerAnglesOffset;
ripple.transform.localScale = scale;
ripple.transform.SetParent(null);
ripple.SetRippleTime(rippleTime);
ripple.SetEmissionColor(emissionColor * Mathf.Pow(2, emissionIntensity));
ripple.mainRipple.Play();
LeanPool.Despawn(ripple.gameObject, rippleTime);
}
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#endregion
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}
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}