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ichni_Official/Assets/Scripts/Game/GameElements/GeneralEffects/TimeEffectsCollection.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
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using UniRx;
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using UnityEngine;
namespace Ichni.RhythmGame
{
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public partial class TimeEffectsCollection : GameElement, IHaveTransformSubmodule, IHaveEffectSubmodule
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{
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#region [] Essential Configs
public float time; //触发效果的时间
#endregion
#region [] Submodules
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public TransformSubmodule transformSubmodule { get; set; }
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public EffectSubmodule effectSubmodule { get; set; }
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#endregion
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#region [] Lifecycle & Factory
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public static TimeEffectsCollection GenerateElement(string name, Guid guid, List<string> tags,
bool isFirstGenerated, GameElement parentElement, float time)
{
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TimeEffectsCollection timeEffectsCollection = Instantiate(GameManager.Instance.basePrefabs.emptyObject).AddComponent<TimeEffectsCollection>();
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timeEffectsCollection.Initialize(name, guid, tags, isFirstGenerated, parentElement);
timeEffectsCollection.time = time;
return timeEffectsCollection;
}
public override void SetDefaultSubmodules()
{
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transformSubmodule = new TransformSubmodule(this);
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effectSubmodule = new EffectSubmodule(this);
}
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#endregion
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#region [] Main Update
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private void Update()
{
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if (!GameManager.Instance.songPlayer.isUpdating)
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{
return;
}
foreach (EffectBase effect in effectSubmodule.effectCollection["Prior"])
{
effect.UpdateEffect(time);
}
foreach (EffectBase effect in effectSubmodule.effectCollection["Default"])
{
effect.UpdateEffect(time);
}
foreach (EffectBase effect in effectSubmodule.effectCollection["Late"])
{
effect.UpdateEffect(time);
}
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}
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#endregion
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}
}