2026-03-14 03:13:10 -04:00
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using System;
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namespace Ichni.RhythmGame
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{
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public abstract class EffectBase : IBaseElement
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{
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#region [枚举定义] Enums
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public enum EffectState
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{
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Before = -1,
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Middle = 0,
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After = 1,
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Error = 100
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}
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#endregion
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#region [核心属性] Properties
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public Beatmap.BaseElement_BM matchedBM { get; set; }
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public GameElement attachedGameElement;
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/// <summary>
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/// 效果的持续时间,如果为0则表示瞬间效果
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/// </summary>
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public float effectTime;
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/// <summary>
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/// 是否是瞬间效果
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/// </summary>
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public bool isInstantEffect => effectTime <= 0;
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/// <summary>
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/// 效果的进度百分比
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/// </summary>
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public float effectProgressPercent;
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/// <summary>
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/// 效果当前的状态
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/// </summary>
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public EffectState nowEffectState;
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#endregion
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#region [初始化] Initialization
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protected EffectBase()
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{
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this.effectTime = 0;
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this.nowEffectState = EffectState.Before;
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this.effectProgressPercent = 0;
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}
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protected EffectBase(float effectTime)
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{
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this.effectTime = effectTime;
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this.nowEffectState = EffectState.Before;
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this.effectProgressPercent = 0;
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}
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#endregion
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#region [基础逻辑] Main Update Logic
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public virtual void UpdateEffect(float judgeTime)
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{
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EffectState state = CheckEffectState(judgeTime);
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float songTime = CoreServices.TimeProvider.SongTime;
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if (state == EffectState.Before && nowEffectState != EffectState.Before)
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{
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nowEffectState = EffectState.Before;
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effectProgressPercent = 0;
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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 - judgeTime) / 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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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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protected virtual EffectState CheckEffectState(float triggerTime)
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{
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float songTime = CoreServices.TimeProvider.SongTime;
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if (songTime < triggerTime)
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{
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return EffectState.Before;
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}
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if (songTime >= triggerTime &&
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songTime <= triggerTime + effectTime)
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{
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return EffectState.Middle;
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}
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if (songTime > triggerTime + effectTime)
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{
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return EffectState.After;
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}
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return EffectState.Error;
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}
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#endregion
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#region [效果重写] Effect Overrides
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/// <summary>
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/// 当从Before状态进入Middle状态时,仅在效果的开始时触发一次方法
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/// </summary>
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public virtual void PreExecute()
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{
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}
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/// <summary>
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/// 在效果的持续时间内,触发这个方法
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/// </summary>
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public virtual void Execute()
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{
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}
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/// <summary>
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/// 如果是非瞬间效果,在效果完成后,触发这个方法;
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/// 如果是瞬间效果,则此方法即为Execute。原有的Execute方法不被调用。
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/// </summary>
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public virtual void Adjust()
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{
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}
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/// <summary>
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/// 如果时间轴回退到效果的触发时间之前,则触发这个方法
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/// </summary>
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public virtual void Recover()
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{
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}
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/// <summary>
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/// 如果效果被打断,则触发这个方法
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/// </summary>
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public virtual void Disrupt()
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{
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}
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public void Refresh()
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{
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}
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#endregion
|
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}
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}
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2026-03-31 07:51:40 -04:00
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