列表输入二级界面扩展List<float>,特效单元扩展
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@@ -29,15 +29,20 @@ public class BasePrefabsCollection : SerializedScriptableObject
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public AudioClip holdNoteEndSound;
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public AudioClip flickNoteSound;
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[Title("Effect相关")] public GameObject bloomShake;
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[Title("Effect相关")]
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[FormerlySerializedAs("bloomShake")]
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public GameObject bloomEffect;
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[FormerlySerializedAs("cameraShake")]
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public GameObject cameraShakeEffect;
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public GameObject chromaticAberrationEffect;
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public GameObject vignetteEffect;
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[Title("Inspector相关")]
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public GameObject inspectorSecondaryWindow;
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[Title("DynamicUI相关-Simple")]
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public GameObject dynamicUIContainer;
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[FormerlySerializedAs("inputField")] public GameObject parameterInputField;
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public GameObject getterInputField;
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[FormerlySerializedAs("parameterInputField")] public GameObject inputField;
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[FormerlySerializedAs("Vector3inputField")] public GameObject vector3InputField;
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[FormerlySerializedAs("text")] public GameObject parameterText;
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public GameObject hintText;
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@@ -49,7 +54,7 @@ public class BasePrefabsCollection : SerializedScriptableObject
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public GameObject emissionColorPicker;
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[Title("DynamicUI相关-Composite")]
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public GameObject compositeParameterWindow;
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public GameObject stringUnit;
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[FormerlySerializedAs("stringUnit")] public GameObject inputFieldUnit;
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public GameObject animatedFloatUnit;
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public GameObject animatedIntUnit;
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public GameObject animatedBoolUnit;
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@@ -21,7 +21,10 @@ namespace Ichni
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public OperationManager operationManager;
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public BackgroundController backgroundController;
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public CameraManager cameraManager;
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public PostProcessingManager postProcessingManager;
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public Timeline timeline;
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public ProjectInformation projectInformation;
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public SongInformation songInformation;
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public BeatmapContainer beatmapContainer;
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@@ -1,18 +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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using UnityEngine.Rendering;
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public class PostProcessingManager : MonoBehaviour
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namespace Ichni.Editor
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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 PostProcessingManager : MonoBehaviour
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{
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public Volume globalVolume;
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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