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ichni_Official/Assets/Scripts/Game/GameElements/Track/PathNode.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using UniRx;
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using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class PathNode : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveColorSubmodule
{
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#region [] Essential Configs
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public Track track;
public SplinePoint node;
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public bool isShowingSphere;
public override int HierarchyPriority => -100;
public bool haveEmission => false;
#endregion
#region [] Calculated & Cached States
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public int index => track.trackPathSubmodule.pathNodeList.IndexOf(this);
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#endregion
#region [] Submodules
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public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
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#endregion
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#region [] Lifecycle & Factory
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public static PathNode GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
Track track, bool isShowingSphere)
{
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PathNode pathNode = LeanPool.Spawn(GameManager.Instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
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pathNode.Initialize(elementName, id, tags, isFirstGenerated, track);
pathNode.track = track;
pathNode.isShowingSphere = isShowingSphere;
track.trackPathSubmodule.pathNodeList.Add(pathNode);
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track.trackPathSubmodule.SetPathNode(pathNode);
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return pathNode;
}
public override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
timeDurationSubmodule = new TimeDurationSubmodule(this);
colorSubmodule = new ColorSubmodule(this);
}
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#endregion
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}
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#region [] Behavior Overrides
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public partial class PathNode
{
public override void Refresh()
{
base.Refresh();
Vector3 position = transformSubmodule.currentPosition;
Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
float size = transformSubmodule.currentScale.x;
Color color = colorSubmodule.currentBaseColor;
transform.localPosition = position;
transform.localRotation = Quaternion.LookRotation(normal);
transform.localScale = Vector3.one * size;
node = new SplinePoint(position, Vector3.up, normal, size, color);
track.trackPathSubmodule.SetPathNode(this);
}
}
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#endregion
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}