内容修补
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
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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 DTMNoteMissTransparent : NoteMissEffect
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{
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public List<Renderer> noteRenderers;
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public DTMNoteMissTransparent(NoteVisualBase noteVisual, float effectTime)
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{
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this.note = noteVisual.note;
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this.noteVisual = noteVisual;
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this.effectTime = effectTime;
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this.noteRenderers = new List<Renderer>();
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foreach (Renderer renderer in noteVisual.notePartList.Select(part => part.GetComponent<Renderer>()))
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{
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noteRenderers.Add(renderer);
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}
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}
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public override void Recover()
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{
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noteVisual.noteMain.SetActive(true);
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foreach (var renderer in noteRenderers)
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{
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renderer.material.SetFloat("_MainAlpha", 1f);
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}
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}
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public override void Execute()
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{
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float e = AnimationCurveEvaluator.Evaluate(AnimationCurveType.OutQuad, effectProgressPercent);
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float alpha = (1 - e) / 4f;
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foreach (var renderer in noteRenderers)
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{
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renderer.material.SetFloat("_MainAlpha", alpha);
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}
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}
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public override void Adjust()
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{
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noteVisual.noteMain.SetActive(false);
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foreach (var renderer in noteRenderers)
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{
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renderer.material.SetFloat("_MainAlpha", 0f);
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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 DTMNoteMissTransparent_BM(effectTime);
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}
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public override void SetUpInspector()
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("DTM Note Miss Transparent");
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var subcontainer = container.GenerateSubcontainer(3);
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var effectTimeField = inspector.GenerateInputField(this, subcontainer, "Effect Time", nameof(effectTime));
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}
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}
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namespace Beatmap
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{
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public class DTMNoteMissTransparent_BM : NoteMissEffect_BM
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{
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public DTMNoteMissTransparent_BM()
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{
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}
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public DTMNoteMissTransparent_BM(float effectTime) : base(effectTime)
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{
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new DTMNoteMissTransparent(attachedGameElement as NoteVisualBase, effectTime);
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}
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}
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}
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}
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