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