Hold初步
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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 DG.Tweening;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.Basic
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{
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public class BasicNoteBadShrink : NoteBadEffect
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{
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Renderer noteMainRenderer;
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public BasicNoteBadShrink(NoteVisualBase noteVisual)
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{
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this.note = noteVisual.note;
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this.noteVisual = note.noteVisual;
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this.noteMainRenderer = noteVisual.noteMain.GetComponent<Renderer>();
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this.effectTime = 0.1f;
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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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noteVisual.noteMain.transform.localScale = Vector3.one;
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noteMainRenderer.material.SetColor("_BaseColor", Color.white);
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}
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public override void Adjust()
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{
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noteMainRenderer.material.DOColor(Color.clear, effectTime).SetEase(Ease.OutQuad);
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noteVisual.noteMain.transform.DOScale(Vector3.zero, effectTime).SetEase(Ease.OutQuad).OnComplete(() => noteVisual.noteMain.SetActive(false));
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}
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public override EffectBase_BM ConvertToBM()
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{
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return new Beatmap.BasicNoteBadShrink_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("Basic Note Bad Shrink");
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var effectTimeField = inspector.GenerateInputField(this, container, "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 BasicNoteBadShrink_BM : NoteBadEffect_BM
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{
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public BasicNoteBadShrink_BM()
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{
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}
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public BasicNoteBadShrink_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 BasicNoteBadShrink(attachedGameElement as NoteVisualBase);
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}
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}
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}
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}
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