Files
ichni_Official/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMRippleEffect.cs
SoulliesOfficial e483cfe502 update
2025-07-10 08:42:30 -04:00

85 lines
3.1 KiB
C#

using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public class DTMRippleEffect : EffectBase
{
private DTM_Ripple ripple;
public float rippleTime;
public Vector3 positionOffset;
public Vector3 eulerAnglesOffset;
public Vector3 scale;
public Color emissionColor;
public float emissionIntensity;
public DTMRippleEffect(float rippleTime, Color emissionColor, float emissionIntensity,
Vector3 positionOffset, Vector3 eulerAnglesOffset, Vector3 scale)
{
this.effectTime = 0;
this.rippleTime = rippleTime;
this.positionOffset = positionOffset;
this.eulerAnglesOffset = eulerAnglesOffset;
this.scale = scale;
this.emissionColor = emissionColor;
this.emissionIntensity = emissionIntensity;
}
public override void Adjust()
{
GameObject prefab = GameManager.instance.customPrefabs["departure_to_multiverse"].GetPrefab("DTM_Ripple");
ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponent<DTM_Ripple>();
ripple.transform.localPosition = positionOffset;
ripple.transform.localEulerAngles = eulerAnglesOffset;
ripple.transform.localScale = scale;
ripple.transform.SetParent(null);
ripple.SetRippleTime(rippleTime);
ripple.SetEmissionColor(emissionColor * Mathf.Pow(2, emissionIntensity));
ripple.mainRipple.Play();
LeanPool.Despawn(ripple.gameObject, rippleTime);
}
public override EffectBase_BM ConvertToBM()
{
return new Beatmap.DTMRippleEffect_BM(rippleTime, emissionColor, emissionIntensity, positionOffset, eulerAnglesOffset, scale);
}
}
namespace Beatmap
{
public class DTMRippleEffect_BM : EffectBase_BM
{
public float rippleTime;
public Vector3 positionOffset;
public Vector3 eulerAngles;
public Vector3 scale;
public Color emissionColor = Color.white;
public float emissionIntensity = 0;
public DTMRippleEffect_BM()
{
}
public DTMRippleEffect_BM(float rippleTime, Color emissionColor, float emissionIntensity, Vector3 positionOffset, Vector3 eulerAngles, Vector3 scale)
{
this.rippleTime = rippleTime;
this.positionOffset = positionOffset;
this.eulerAngles = eulerAngles;
this.scale = scale;
this.emissionColor = emissionColor;
this.emissionIntensity = emissionIntensity;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new DTMRippleEffect(rippleTime, emissionColor, emissionIntensity, positionOffset, eulerAngles, scale)
{
attachedGameElement = attachedGameElement
};
}
}
}
}