This commit is contained in:
SoulliesOfficial
2025-07-10 08:42:30 -04:00
parent 150ef744e8
commit e483cfe502
286 changed files with 31518 additions and 947 deletions

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using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class CameraOffsetEffect : EffectBase
{
public float duration;
public Vector3 offsetValue;
public AnimationCurve offsetCurve;
Transform gameCameraTransform => GameManager.instance.cameraManager.gameCamera.gameCamera.transform;
Tweener offsetTweener;
public CameraOffsetEffect(float duration, Vector3 offsetValue, AnimationCurve offsetCurve)
{
this.effectTime = this.duration;
this.duration = duration;
this.offsetValue = offsetValue;
this.offsetCurve = offsetCurve;
}
public override void Recover()
{
offsetTweener?.Kill(true);
gameCameraTransform.localPosition = Vector3.zero;
}
public override void PreExecute()
{
offsetTweener = gameCameraTransform.DOBlendableLocalMoveBy(offsetValue, duration).SetEase(offsetCurve);
}
public override EffectBase_BM ConvertToBM()
{
return new CameraOffsetEffect_BM(duration, offsetValue, offsetCurve);
}
}
namespace Beatmap
{
public class CameraOffsetEffect_BM : EffectBase_BM
{
public float duration;
public Vector3 offsetValue;
public AnimationCurve offsetCurve;
public CameraOffsetEffect_BM(float duration, Vector3 offsetValue, AnimationCurve offsetCurve)
{
this.effectTime = duration;
this.duration = duration;
this.offsetValue = offsetValue;
this.offsetCurve = offsetCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraOffsetEffect(duration, offsetValue, offsetCurve);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class CameraTiltEffect : EffectBase
{
public float duration;
public Vector3 tiltValue;
public AnimationCurve tiltCurve;
Transform gameCameraTransform => GameManager.instance.cameraManager.gameCamera.gameCamera.transform;
Tweener tiltTweener;
public CameraTiltEffect(float duration, Vector3 tiltValue, AnimationCurve tiltCurve)
{
this.effectTime = duration;
this.duration = duration;
this.tiltValue = tiltValue;
this.tiltCurve = tiltCurve;
}
public override void Recover()
{
tiltTweener?.Kill(true);
gameCameraTransform.localEulerAngles = Vector3.zero;
}
public override void PreExecute()
{
tiltTweener = gameCameraTransform.DOBlendableLocalRotateBy(tiltValue, duration, RotateMode.FastBeyond360).SetEase(tiltCurve);
}
public override void Adjust()
{
}
public override EffectBase_BM ConvertToBM()
{
return new CameraTiltEffect_BM(duration, tiltValue, tiltCurve);
}
public override void Disrupt()
{
tiltTweener?.Kill();
gameCameraTransform.DOLocalRotate(Vector3.zero, 0.4f);
}
}
namespace Beatmap
{
public class CameraTiltEffect_BM : EffectBase_BM
{
public float duration;
public Vector3 tiltValue;
public AnimationCurve tiltCurve;
public CameraTiltEffect_BM(float duration, Vector3 tiltValue, AnimationCurve tiltCurve)
{
this.effectTime = duration;
this.duration = duration;
this.tiltValue = tiltValue;
this.tiltCurve = tiltCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraTiltEffect(duration, tiltValue, tiltCurve);
}
}
}
}

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using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class CameraZoomEffect : EffectBase
{
public float duration;
public float relativeZoom;
public AnimationCurve zoomCurve;
public CameraZoomEffect(float duration, float relativeZoom, AnimationCurve zoomCurve)
{
this.effectTime = 0f;
this.duration = duration;
this.relativeZoom = relativeZoom;
this.zoomCurve = zoomCurve;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(GameManager.instance.basePrefabs.cameraZoomEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_CameraFieldOfView>().Duration = duration;
effect.GetFeedbackOfType<MMF_CameraFieldOfView>().RemapFieldOfViewOne = relativeZoom;
effect.GetFeedbackOfType<MMF_CameraFieldOfView>().ShakeFieldOfView = zoomCurve;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new CameraZoomEffect_BM(duration, relativeZoom, zoomCurve);
}
}
namespace Beatmap
{
public class CameraZoomEffect_BM : EffectBase_BM
{
public float duration;
public float relativeZoom;
public AnimationCurve zoomCurve;
public CameraZoomEffect_BM()
{
}
public CameraZoomEffect_BM(float duration, float relativeZoom, AnimationCurve zoomCurve)
{
this.duration = duration;
this.relativeZoom = relativeZoom;
this.zoomCurve = zoomCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraZoomEffect(duration, relativeZoom, zoomCurve);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class PixelateEffect : EffectBase
{
public float duration;
public float bottomX;
public float bottomY;
public AnimationCurve intensityCurve;
public PixelateEffect(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.bottomX = bottomX;
this.bottomY = bottomY;
this.intensityCurve = intensityCurve;
}
public override void Recover()
{
GameManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
GameManager.instance.postProcessingManager.SetFeatureActive(false);
}
public override void Disrupt()
{
GameManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
GameManager.instance.postProcessingManager.SetFeatureActive(false);
}
public override void PreExecute()
{
GameManager.instance.postProcessingManager.SetFeatureActive(true);
GameManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
}
public override void Execute()
{
float x = Mathf.Lerp(Screen.width, bottomX, intensityCurve.Evaluate(effectProgressPercent));
float y = Mathf.Lerp(Screen.height, bottomY, intensityCurve.Evaluate(effectProgressPercent));
Debug.Log(x + ", " + y);
GameManager.instance.postProcessingManager.SetPixelateStrength(x,y);
}
public override void Adjust()
{
GameManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
GameManager.instance.postProcessingManager.SetFeatureActive(false);
}
public override EffectBase_BM ConvertToBM()
{
return new PixelateEffect_BM(duration, bottomX, bottomY, intensityCurve);
}
}
namespace Beatmap
{
public class PixelateEffect_BM : EffectBase_BM
{
public float duration;
public float bottomX;
public float bottomY;
public AnimationCurve intensityCurve;
public PixelateEffect_BM(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.bottomX = bottomX;
this.bottomY = bottomY;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new PixelateEffect(duration, bottomX, bottomY, intensityCurve)
{
attachedGameElement = attachedGameElement
};
}
}
}
}

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@@ -7,8 +7,9 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class TimeEffectsCollection : GameElement, IHaveEffectSubmodule
public partial class TimeEffectsCollection : GameElement, IHaveTransformSubmodule, IHaveEffectSubmodule
{
public TransformSubmodule transformSubmodule { get; set; }
public EffectSubmodule effectSubmodule { get; set; }
public float time; //触发效果的时间
@@ -23,6 +24,7 @@ namespace Ichni.RhythmGame
public override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
effectSubmodule = new EffectSubmodule(this);
}