ripple
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@@ -138,7 +138,7 @@ namespace Ichni.RhythmGame
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{ "EnableControl", new EnableControlEffect(null, "New Variable", 0, false, "") },
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{ "LowPassFilter", new LowPassFilterEffect(1, 10, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "HighPassFilter", new HighPassFilterEffect(1, 22000, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "DTM_RippleEffect", new DTMRippleEffect(false, 0.5f, Color.white, 0) }
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{ "DTM_RippleEffect", new DTMRippleEffect(0.65f, Color.white, 0) }
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};
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}
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@@ -8,8 +8,9 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class TimeEffectsCollection : GameElement, IHaveEffectSubmodule
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public partial class TimeEffectsCollection : GameElement, IHaveTransformSubmodule, IHaveEffectSubmodule
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{
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public TransformSubmodule transformSubmodule { get; set; }
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public EffectSubmodule effectSubmodule { get; set; }
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public float time; //触发效果的时间
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@@ -25,6 +26,7 @@ namespace Ichni.RhythmGame
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public override void SetDefaultSubmodules()
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{
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transformSubmodule = new TransformSubmodule(this);
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effectSubmodule = new EffectSubmodule(this);
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}
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@@ -33,6 +33,8 @@ namespace Ichni.RhythmGame
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point.trackSwitch = trackSwitch;
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point.trackPercent = trackPercent;
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point.trackPositioner.motion.applyRotation = false;
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return point;
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}
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@@ -28,6 +28,9 @@ namespace Ichni.RhythmGame
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head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
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head.trackPositioner.spline = track.trackPathSubmodule.path;
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head.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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head.trackPositioner.motion.applyRotation = false;
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return head;
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}
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@@ -49,7 +49,8 @@ namespace Ichni.RhythmGame
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}
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point.trackPositioner.motion.applyRotation = false;
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return point;
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}
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