基础内容-5
主题包; 测试NoteVisual与NoteEffect; LookAt旋转动画与FlexibleBool 动画杂项 控制台初步
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@@ -14,10 +14,10 @@ namespace Ichni.RhythmGame
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elementFolder.NewInitialize(name);
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elementFolder.SetParent(parentElement);
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elementFolder.transformSubmodule = new TransformSubmodule(Vector3.zero, Vector3.zero, Vector3.one);
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//elementFolder.GenerateTab(parentElement);
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return elementFolder;
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}
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}
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}
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@@ -0,0 +1,23 @@
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using System.Collections;
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using System.Collections.Generic;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class EnvironmentObject : SubstantialObject
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{
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public bool isStatic;
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public static SubstantialObject GenerateElement(string elementName, string themeBundleName,
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string objectName, Vector3 position, Vector3 eulerAngles, Vector3 scale, BaseElement parent,
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bool isStatic, bool isFirstGenerated = true)
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{
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EnvironmentObject themeBundleObject = ThemeBundleManager.instance.GetObject<EnvironmentObject>(themeBundleName, objectName);
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EnvironmentObject environmentObject = LeanPool.Spawn(themeBundleObject, parent.transform).GetComponent<EnvironmentObject>();
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environmentObject.NewInitialize(elementName);
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environmentObject.isStatic = isStatic;
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return environmentObject;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b73aa7982dc9e4261b2ff45db0112d48
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/GameElements/GameCamera.meta
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8
Assets/Scripts/GameElements/GameCamera.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 56a4c0ac4ed204fcfb16a22f625230cd
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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90
Assets/Scripts/GameElements/GameCamera/GameCamera.cs
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90
Assets/Scripts/GameElements/GameCamera/GameCamera.cs
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@@ -0,0 +1,90 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using UniRx;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Ichni.RhythmGame
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{
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public partial class GameCamera : BaseElement
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{
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public Camera camera;
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public Transform rotationPoint;
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public Transform positionPoint;
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public Transform cameraTransform;
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public CameraViewType cameraViewType;
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public float perspectiveAngle;
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public float orthographicSize;
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public static GameCamera GenerateElement(string elementName, BaseElement parentElement,
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CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize,
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Vector3 initialPosition, Vector3 initialEulerAngles)
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{
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GameCamera gameCamera = LeanPool.Spawn(EditorManager.instance.basePrefabs.gameCamera).GetComponent<GameCamera>();
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gameCamera.NewInitialize(elementName);
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gameCamera.parentElement = parentElement;
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gameCamera.cameraViewType = cameraViewType;
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gameCamera.camera.orthographic = cameraViewType == CameraViewType.Orthographic;
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gameCamera.perspectiveAngle = perspectiveAngle;
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gameCamera.orthographicSize = orthographicSize;
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gameCamera.transformSubmodule = new TransformSubmodule(initialPosition, initialEulerAngles, Vector3.one);
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gameCamera.cameraTransform = gameCamera.transform;
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gameCamera.SetParent(parentElement);
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return gameCamera;
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}
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}
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public partial class GameCamera
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{
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public enum CameraViewType
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{
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None = -1,
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Perspective = 0,
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Orthographic = 1
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}
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}
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public partial class GameCamera
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{
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public override void SetTransformObserver()
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{
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Observable.EveryUpdate().Subscribe(_ =>
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{
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if (transformSubmodule.eulerAnglesOffsetLock)
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{
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rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
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}
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else if (transformSubmodule.eulerAnglesDirtyMark)
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{
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Vector3 offset = Vector3.zero;
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foreach (Vector3 eulerOffset in transformSubmodule.eulerAnglesOffset)
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{
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offset += eulerOffset;
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}
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transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + offset;
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rotationPoint.eulerAngles = transformSubmodule.currentEulerAngles;
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transformSubmodule.eulerAnglesDirtyMark = false;
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}
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if (transformSubmodule.positionDirtyMark)
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{
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Vector3 offset = Vector3.zero;
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foreach (Vector3 posOffset in transformSubmodule.positionOffset)
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{
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offset += posOffset;
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}
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transformSubmodule.currentPosition = transformSubmodule.originalPosition + offset;
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positionPoint.localPosition = transformSubmodule.currentPosition;
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transformSubmodule.positionDirtyMark = false;
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}
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}).AddTo(gameObject);
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}
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}
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}
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11
Assets/Scripts/GameElements/GameCamera/GameCamera.cs.meta
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11
Assets/Scripts/GameElements/GameCamera/GameCamera.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 79d811a12f27f43629797719fcbfc6ae
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -17,9 +17,9 @@ namespace Ichni.RhythmGame
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public Track track;
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public SplinePositioner trackPositioner;
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// [Title("NoteVisual")]
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// public GeneralNoteVisual noteVisual;
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//
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[Title("NoteVisual")]
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public NoteVisualBase noteVisual;
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[Title("NoteEffect")]
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[Tooltip("生成Note时的特效")]
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public EffectSubmodule generateEffects;
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12
Assets/Scripts/GameElements/Notes/NoteEffectBase.cs
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12
Assets/Scripts/GameElements/Notes/NoteEffectBase.cs
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@@ -0,0 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class NoteEffectBase : EffectBase
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{
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public NoteBase note;
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public NoteVisualBase noteVisual;
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}
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}
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11
Assets/Scripts/GameElements/Notes/NoteEffectBase.cs.meta
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11
Assets/Scripts/GameElements/Notes/NoteEffectBase.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5346ecda36b94450cba8f853621bdfdb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2,17 +2,22 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class NoteVisualBase : MonoBehaviour
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namespace Ichni.RhythmGame
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{
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// Start is called before the first frame update
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void Start()
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public class NoteVisualBase : SubstantialObject
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{
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public NoteBase note;
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}
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public GameObject noteMain;
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public GameObject judgeEffect;
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// Update is called once per frame
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void Update()
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{
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public List<GameObject> notePartList;
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public List<GameObject> effectPartList;
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public void NewInitialize(NoteBase note)
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{
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base.NewInitialize(note.elementName + " Note Visual");
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this.note = note;
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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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 Dreamteck.Splines;
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using Lean.Pool;
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using UniRx;
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@@ -15,6 +16,8 @@ namespace Ichni.RhythmGame
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public Track track;
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public SplinePositioner trackPositioner;
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public FlexibleFloat trackPercent;
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private bool isBeyond1 = false;
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public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
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{
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@@ -23,6 +26,8 @@ namespace Ichni.RhythmGame
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point.NewInitialize(elementName, track, trackPercent);
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point.SetParent(track);
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point.isBeyond1 = trackPercent.animations.Any(animation => animation.endValue > 1);//判断是否有超过1的动画,超过1将会循环
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return point;
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}
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@@ -42,7 +47,14 @@ namespace Ichni.RhythmGame
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trackPercent.UpdateFlexibleFloat(EditorManager.instance.songModule.songTime);
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if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
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{
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trackPositioner.SetPercent(trackPercent.value);
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float finalValue = trackPercent.value;
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if (isBeyond1)
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{
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finalValue -= Mathf.Floor(finalValue);
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}
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trackPositioner.SetPercent(finalValue);
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}
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}
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}
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