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ichni_Official/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.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 UnityEngine;
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namespace Ichni.RhythmGame
{
public partial class TrackHeadPoint : GameElement, IHaveTimeDurationSubmodule
{
public Track track;
public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
public SplinePositioner trackPositioner;
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public bool motionApplyRotation;
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public Vector3 motionEulerAngles;
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public static TrackHeadPoint GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, Track track, bool motionApplyRotation, Vector3 motionEulerAngles)
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{
TrackHeadPoint head = Instantiate(GameManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
head.Initialize(elementName, id, tags, isFirstGenerated, track);
head.track = track;
head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
head.trackPositioner.spline = track.trackPathSubmodule.path;
head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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head.motionApplyRotation = motionApplyRotation;
head.trackPositioner.motion.applyRotation = motionApplyRotation;
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head.motionEulerAngles = motionEulerAngles;
head.trackPositioner.motion.rotationOffset = motionEulerAngles;
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return head;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
public void Update()
{
if (track.timeDurationSubmodule.CheckTimeInDuration(GameManager.instance.songTime))
{
trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
}
}
}
public partial class TrackHeadPoint
{
public override void SaveBM()
{
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matchedBM = new TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
motionApplyRotation, motionEulerAngles);
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}
}
namespace Beatmap
{
public class TrackHeadPoint_BM : GameElement_BM
{
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public bool motionApplyRotation = false;
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public Vector3 motionEulerAngles;
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public TrackHeadPoint_BM()
{
}
public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement, bool motionApplyRotation, Vector3 motionEulerAngles)
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: base(elementName, elementGuid, tags, attachedElement)
{
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this.motionApplyRotation = motionApplyRotation;
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this.motionEulerAngles = motionEulerAngles;
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}
public override void ExecuteBM()
{
matchedElement = TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as Track, motionApplyRotation, motionEulerAngles);
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}
}
}
}