Flexible修改,主题包更新
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@@ -48,10 +48,10 @@ namespace Ichni.RhythmGame
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colorB.UpdateFlexibleFloat(songTime);
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colorA.UpdateFlexibleFloat(songTime);
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorA.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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if ((colorR.returnType is FlexibleReturnType.MiddleExecuting || colorR.isSwitchingReturnType) ||
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(colorG.returnType is FlexibleReturnType.MiddleExecuting || colorG.isSwitchingReturnType) ||
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(colorB.returnType is FlexibleReturnType.MiddleExecuting || colorB.isSwitchingReturnType) ||
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(colorA.returnType is FlexibleReturnType.MiddleExecuting || colorA.isSwitchingReturnType))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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@@ -47,10 +47,10 @@ namespace Ichni.RhythmGame
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colorB.UpdateFlexibleFloat(songTime);
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colorI.UpdateFlexibleFloat(songTime);
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if (colorR.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorG.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorB.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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colorI.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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if ((colorR.returnType is FlexibleReturnType.MiddleExecuting || colorR.isSwitchingReturnType) ||
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(colorG.returnType is FlexibleReturnType.MiddleExecuting || colorG.isSwitchingReturnType) ||
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(colorB.returnType is FlexibleReturnType.MiddleExecuting || colorB.isSwitchingReturnType) ||
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(colorI.returnType is FlexibleReturnType.MiddleExecuting || colorI.isSwitchingReturnType))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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@@ -45,9 +45,9 @@ namespace Ichni.RhythmGame
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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if ((positionX.returnType is FlexibleReturnType.MiddleExecuting || positionX.isSwitchingReturnType) ||
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(positionY.returnType is FlexibleReturnType.MiddleExecuting || positionY.isSwitchingReturnType) ||
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(positionZ.returnType is FlexibleReturnType.MiddleExecuting || positionZ.isSwitchingReturnType))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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@@ -45,9 +45,9 @@ namespace Ichni.RhythmGame
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scaleY.UpdateFlexibleFloat(songTime);
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scaleZ.UpdateFlexibleFloat(songTime);
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if (scaleX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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if ((scaleX.returnType is FlexibleReturnType.MiddleExecuting || scaleX.isSwitchingReturnType) ||
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(scaleY.returnType is FlexibleReturnType.MiddleExecuting || scaleY.isSwitchingReturnType) ||
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(scaleZ.returnType is FlexibleReturnType.MiddleExecuting || scaleZ.isSwitchingReturnType))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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@@ -47,9 +47,9 @@ namespace Ichni.RhythmGame
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eulerAngleY.UpdateFlexibleFloat(songTime);
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eulerAngleZ.UpdateFlexibleFloat(songTime);
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if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting or FlexibleReturnType.After or FlexibleReturnType.Before)
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if ((eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType) ||
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(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
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(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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