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

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using System.Collections.Generic;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public class DTMNoteMissTransparent : NoteMissEffect
{
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#region [] Effect Fields & States
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public List<Renderer> noteRenderers;
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#endregion
#region [] Initialization
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public DTMNoteMissTransparent(NoteVisualBase noteVisual, float effectTime)
{
this.note = noteVisual.note;
this.noteVisual = noteVisual;
this.effectTime = effectTime;
this.noteRenderers = new List<Renderer>();
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foreach (GameObject part in noteVisual.notePartList)
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{
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Renderer rend = part.GetComponent<Renderer>();
if(rend != null)
{
noteRenderers.Add(rend);
}
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}
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if (noteVisual is DTMNoteVisualHold)
{
this.effectTime *= 2f;
}
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}
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#endregion
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#region [] Core Effect Logic
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public override void Recover()
{
noteVisual.noteMain.SetActive(true);
foreach (var renderer in noteRenderers)
{
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for (int i = 0; i < renderer.materials.Length; i++)
{
renderer.materials[i].SetFloat("_AlphaAll", 0f);
}
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}
}
public override void PreExecute()
{
if (noteVisual is DTMNoteVisualHold)
{
noteRenderers[0].materials[1].SetFloat("_GlowIntensity", 0.25f);
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}
}
public override void Execute()
{
float e = AnimationCurveEvaluator.Evaluate(AnimationCurveType.OutQuad, effectProgressPercent);
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float alpha = (1 - e) / 3f;
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foreach (var renderer in noteRenderers)
{
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for (int i = 0; i < renderer.materials.Length; i++)
{
renderer.materials[i].SetFloat("_AlphaAll", alpha);
}
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}
}
public override void Adjust()
{
noteVisual.noteMain.SetActive(false);
foreach (var renderer in noteRenderers)
{
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for (int i = 0; i < renderer.materials.Length; i++)
{
renderer.materials[i].SetFloat("_AlphaAll", 0f);
}
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}
}
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#endregion
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}
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}