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