37695
Assets/FR2_Cache.asset
37695
Assets/FR2_Cache.asset
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
@@ -35,5 +36,15 @@ namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
(matchedElement as DisplacementTracker).targetDisplacement = GetElement(targetDisplacementGuid) as ICanBeTrackedDisplacement;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 不应通过子模块路径到达此处——Tracker_BM 由 IExportOverride 在父级处理。
|
||||
/// 如被执行说明数据流异常,报错以便排查。
|
||||
/// </summary>
|
||||
public void OnExport(BaseElement_BM parentBM)
|
||||
{
|
||||
Debug.LogError($"DisplacementTracker_BM 不应出现在导出子模块中!" +
|
||||
$"应通过 IExportOverride.GetExportElement() 在父级处理。element: {elementName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
@@ -35,5 +36,15 @@ namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
(matchedElement as ScaleTracker).targetScale = GetElement(targetScaleGuid) as ICanBeTrackedScale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 不应通过子模块路径到达此处——Tracker_BM 由 IExportOverride 在父级处理。
|
||||
/// 如被执行说明数据流异常,报错以便排查。
|
||||
/// </summary>
|
||||
public void OnExport(BaseElement_BM parentBM)
|
||||
{
|
||||
Debug.LogError($"ScaleTracker_BM 不应出现在导出子模块中!" +
|
||||
$"应通过 IExportOverride.GetExportElement() 在父级处理。element: {elementName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
@@ -35,5 +36,15 @@ namespace Ichni.RhythmGame.Beatmap
|
||||
{
|
||||
(matchedElement as SwirlTracker).targetSwirl = GetElement(targetSwirlGuid) as ICanBeTrackedSwirl;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 不应通过子模块路径到达此处——Tracker_BM 由 IExportOverride 在父级处理。
|
||||
/// 如被执行说明数据流异常,报错以便排查。
|
||||
/// </summary>
|
||||
public void OnExport(BaseElement_BM parentBM)
|
||||
{
|
||||
Debug.LogError($"SwirlTracker_BM 不应出现在导出子模块中!" +
|
||||
$"应通过 IExportOverride.GetExportElement() 在父级处理。element: {elementName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,64 @@ namespace Ichni.RhythmGame.Beatmap
|
||||
return Vector3Interferometer.GenerateElement(elementName, Guid.NewGuid(), tags, false,
|
||||
parent as AnimationBase, InterferomType, InterferomValueVector3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导出预处理:将自己的干涉仪效果烘焙到父元素的动画数据中。
|
||||
/// </summary>
|
||||
public void OnExport(BaseElement_BM parentBM)
|
||||
{
|
||||
// 将干涉仪值按分量应用到父元素的 FlexibleFloat_BM 数据上
|
||||
if (parentBM is Swirl_BM swirl)
|
||||
{
|
||||
ApplyToFlexibleFloat(swirl.eulerAngleX, 0);
|
||||
ApplyToFlexibleFloat(swirl.eulerAngleY, 1);
|
||||
ApplyToFlexibleFloat(swirl.eulerAngleZ, 2);
|
||||
}
|
||||
else if (parentBM is Scale_BM scale)
|
||||
{
|
||||
ApplyToFlexibleFloat(scale.scaleX, 0);
|
||||
ApplyToFlexibleFloat(scale.scaleY, 1);
|
||||
ApplyToFlexibleFloat(scale.scaleZ, 2);
|
||||
}
|
||||
else if (parentBM is Displacement_BM disp)
|
||||
{
|
||||
ApplyToFlexibleFloat(disp.positionX, 0);
|
||||
ApplyToFlexibleFloat(disp.positionY, 1);
|
||||
ApplyToFlexibleFloat(disp.positionZ, 2);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyToFlexibleFloat(FlexibleFloat_BM flex, int axis)
|
||||
{
|
||||
if (flex == null) return;
|
||||
float value = InterferomValueVector3[axis];
|
||||
foreach (var anim in flex.animatedFloatList)
|
||||
{
|
||||
switch (InterferomType)
|
||||
{
|
||||
case InterferomType.Additive:
|
||||
anim.startValue += value;
|
||||
anim.endValue += value;
|
||||
break;
|
||||
case InterferomType.Multiplicative:
|
||||
anim.startValue *= value;
|
||||
anim.endValue *= value;
|
||||
break;
|
||||
case InterferomType.Override:
|
||||
anim.startValue = value;
|
||||
anim.endValue = value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public interface ICanNotInExport { }
|
||||
public interface ICanNotInExport
|
||||
{
|
||||
/// <summary>
|
||||
/// 导出时预处理:将自身效果烘焙到 parentBM 上,或执行其他必要变换。
|
||||
/// 调用后该元素将被从导出结果中移除。
|
||||
/// </summary>
|
||||
void OnExport(BaseElement_BM parentBM);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,10 +56,27 @@ namespace Ichni.RhythmGame.Beatmap
|
||||
}
|
||||
}
|
||||
|
||||
// 导出时跳过不应出现在最终结果中的主元素(如干涉仪 BM、Tracker BM)
|
||||
// 这些元素的效果已在父级 GetExportElement() 中烘焙完毕
|
||||
if (forExport && elementToAdd is ICanNotInExport)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
elementList.Add(elementToAdd);
|
||||
List<BaseElement_BM> submodules = gameElement.submoduleList.ConvertAll(s => s.matchedBM);
|
||||
submodules.RemoveAll(s => s == null);
|
||||
|
||||
// 导出时:ICanNotInExport 子模块先执行导出策略(如将干涉仪效果烘焙到父元素),再移除
|
||||
if (forExport)
|
||||
{
|
||||
foreach (var sub in submodules.OfType<ICanNotInExport>())
|
||||
{
|
||||
sub.OnExport(elementToAdd);
|
||||
}
|
||||
submodules.RemoveAll(s => s is ICanNotInExport);
|
||||
}
|
||||
|
||||
// 当使用了替代元素时,将其 Guid 附给子模块
|
||||
if (elementToAdd != gameElement.matchedBM)
|
||||
{
|
||||
|
||||
@@ -13,14 +13,16 @@ namespace Ichni.RhythmGame
|
||||
#region [层级从属结构与UI映射] Hierarchy & UI Mapping
|
||||
//与游戏物体连接的Tab
|
||||
public HierarchyTab connectedTab;
|
||||
|
||||
|
||||
public Action RefreshAction;
|
||||
|
||||
public class EnableType : IBaseElement
|
||||
{
|
||||
public Type type;
|
||||
public bool enable;
|
||||
public BaseElement_BM matchedBM { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
|
||||
}
|
||||
|
||||
|
||||
public List<EnableType> enableTypes;
|
||||
#endregion
|
||||
|
||||
@@ -30,6 +32,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
if (connectedTab != null) connectedTab.tabButtonText.text = this.elementName;
|
||||
gameObject.name = elementName;
|
||||
RefreshAction?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -65,7 +68,7 @@ namespace Ichni.RhythmGame
|
||||
Destroy(gameObject); //销毁
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
#region [编辑器面板绘制] Inspector UI
|
||||
|
||||
/// <summary>
|
||||
@@ -134,7 +137,7 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [编辑器辅助功能与节点树检索] Utility Nodes Retrieving
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有子GameElement
|
||||
/// </summary>
|
||||
@@ -171,7 +174,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
if (et.enable) enabledTypes.Add(et.type);
|
||||
}
|
||||
|
||||
|
||||
return childElementList.FindAll(child =>
|
||||
child != null && enabledTypes.Any(t => t.IsAssignableFrom(child.GetType()))
|
||||
);
|
||||
|
||||
@@ -54,8 +54,17 @@ namespace Ichni.RhythmGame
|
||||
#endregion
|
||||
|
||||
#region [工具方法] Tool Methods
|
||||
|
||||
public Action PasteAction = null;
|
||||
private void PasteTrackList()
|
||||
{
|
||||
if (PasteAction == null)
|
||||
{
|
||||
PasteAction = () =>
|
||||
{
|
||||
PasteTrackList();
|
||||
};
|
||||
}
|
||||
List<Track> trackList = (parentElement as ElementFolder).trackList;
|
||||
trackSwitch = new FlexibleInt();
|
||||
trackPercent = new FlexibleFloat();
|
||||
@@ -66,6 +75,8 @@ namespace Ichni.RhythmGame
|
||||
trackList.IndexOf(track)));
|
||||
trackPercent.animations.Add(new AnimatedFloat(trackTimeSubmodule.trackStartTime,
|
||||
trackTimeSubmodule.trackEndTime, 0, 1, trackTimeSubmodule.animationCurveType));
|
||||
track.RefreshAction -= PasteAction;
|
||||
track.RefreshAction += PasteAction;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -193,8 +193,12 @@ namespace Ichni.RhythmGame
|
||||
Refresh();
|
||||
SaveBM();
|
||||
parentElement.SaveBM();
|
||||
return new Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
var result = new Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
|
||||
// 将 Tracker 自身的干涉仪效果烘焙到导出数据中
|
||||
((IHaveVector3Interferometer)this).ApplyVector3InterferometersBM(
|
||||
result.positionX, result.positionY, result.positionZ);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -184,8 +184,12 @@ namespace Ichni.RhythmGame
|
||||
Refresh();
|
||||
SaveBM();
|
||||
parentElement.SaveBM();
|
||||
return new Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
var result = new Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
scaleX.ConvertToBM(), scaleY.ConvertToBM(), scaleZ.ConvertToBM());
|
||||
// 将 Tracker 自身的干涉仪效果烘焙到导出数据中
|
||||
((IHaveVector3Interferometer)this).ApplyVector3InterferometersBM(
|
||||
result.scaleX, result.scaleY, result.scaleZ);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -184,8 +184,12 @@ namespace Ichni.RhythmGame
|
||||
Refresh();
|
||||
SaveBM();
|
||||
parentElement.SaveBM();
|
||||
return new Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
var result = new Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
|
||||
// 将 Tracker 自身的干涉仪效果烘焙到导出数据中
|
||||
((IHaveVector3Interferometer)this).ApplyVector3InterferometersBM(
|
||||
result.eulerAngleX, result.eulerAngleY, result.eulerAngleZ);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -80,7 +80,8 @@ namespace Ichni.RhythmGame
|
||||
var export = new BeatmapContainer_BM(gameElementList, true);
|
||||
if (export.elementList.Any(i => i is ICanNotInExport))
|
||||
{
|
||||
Debug.LogError("Export Error!");
|
||||
Debug.LogError($"导出失败:elementList 仍包含 ICanNotInExport 元素。" +
|
||||
$"这些元素本应在 BeatmapContainer_BM 构造时被过滤。");
|
||||
}
|
||||
return export;
|
||||
}
|
||||
|
||||
@@ -43,7 +43,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
".mp3" => LoadMP3(songLocation),
|
||||
".ogg" => ES3.LoadAudio(songLocation, AudioType.OGGVORBIS),
|
||||
".wav" => ES3.LoadAudio(songLocation, AudioType.WAV),
|
||||
".wav" => LoadWav(songLocation),
|
||||
_ => throw new Exception("Unsupported audio format: " + extension)
|
||||
};
|
||||
|
||||
@@ -75,6 +75,84 @@ namespace Ichni.RhythmGame
|
||||
position => { mpegFile = new MpegFile(filepath); });
|
||||
return ac;
|
||||
}
|
||||
|
||||
/// <summary>手动解码 WAV 文件为 PCM AudioClip。
|
||||
/// 支持 8/16/24/32-bit PCM 以及 32-bit IEEE float(formatTag=3)。
|
||||
/// Unity 的 AudioType.WAV 不支持 32-bit WAV(导出版本 GetData 返回全零),
|
||||
/// 所以需要自己解析 WAV 头 + 转换采样到 float PCM。</summary>
|
||||
private AudioClip LoadWav(string filepath)
|
||||
{
|
||||
string filename = Path.GetFileNameWithoutExtension(filepath);
|
||||
using var stream = File.OpenRead(filepath);
|
||||
using var reader = new BinaryReader(stream);
|
||||
|
||||
// ── RIFF 头 ──
|
||||
if (new string(reader.ReadChars(4)) != "RIFF")
|
||||
throw new Exception("Not a valid WAV file");
|
||||
reader.ReadInt32(); // file size
|
||||
if (new string(reader.ReadChars(4)) != "WAVE")
|
||||
throw new Exception("Not a valid WAV file");
|
||||
|
||||
int channels = 0, sampleRate = 0, bitsPerSample = 0;
|
||||
short formatTag = 1; // 1 = PCM, 3 = IEEE float
|
||||
float[] samples = null;
|
||||
|
||||
// ── 逐 chunk 解析 ──
|
||||
while (stream.Position < stream.Length - 8)
|
||||
{
|
||||
string chunkId = new string(reader.ReadChars(4));
|
||||
int chunkSize = reader.ReadInt32();
|
||||
long chunkEnd = stream.Position + chunkSize;
|
||||
|
||||
switch (chunkId)
|
||||
{
|
||||
case "fmt ":
|
||||
formatTag = reader.ReadInt16();
|
||||
channels = reader.ReadInt16();
|
||||
sampleRate = reader.ReadInt32();
|
||||
reader.ReadInt32(); // avgBytesPerSec
|
||||
reader.ReadInt16(); // blockAlign
|
||||
bitsPerSample = reader.ReadInt16();
|
||||
break;
|
||||
|
||||
case "data":
|
||||
int bytesPerSample = bitsPerSample / 8;
|
||||
int totalFloats = chunkSize / bytesPerSample;
|
||||
samples = new float[totalFloats];
|
||||
|
||||
for (int i = 0; i < totalFloats; i++)
|
||||
{
|
||||
if (formatTag == 3 && bitsPerSample == 32) // IEEE float
|
||||
samples[i] = reader.ReadSingle();
|
||||
else if (bitsPerSample == 32) // 32-bit PCM
|
||||
samples[i] = reader.ReadInt32() / 2147483648f;
|
||||
else if (bitsPerSample == 24) // 24-bit PCM
|
||||
{
|
||||
int s = reader.ReadByte() | (reader.ReadByte() << 8) | (reader.ReadByte() << 16);
|
||||
if ((s & 0x800000) != 0) s |= ~0xFFFFFF; // sign extend
|
||||
samples[i] = s / 8388607f;
|
||||
}
|
||||
else if (bitsPerSample == 16) // 16-bit PCM
|
||||
samples[i] = reader.ReadInt16() / 32767f;
|
||||
else if (bitsPerSample == 8) // 8-bit PCM (unsigned)
|
||||
samples[i] = (reader.ReadByte() - 128) / 128f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// 跳到 chunk 末尾(含 word alignment padding)
|
||||
stream.Position = chunkEnd;
|
||||
if ((chunkSize & 1) != 0) stream.Position++;
|
||||
}
|
||||
|
||||
if (samples == null)
|
||||
throw new Exception("No data chunk found in WAV file");
|
||||
|
||||
int totalSamples = samples.Length / channels;
|
||||
AudioClip ac = AudioClip.Create(filename, totalSamples, channels, sampleRate, false);
|
||||
ac.SetData(samples, 0);
|
||||
return ac;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [编辑器界面] Inspector
|
||||
|
||||
8
Assets/StreamingAssets/AutoSave/AC hard.meta
Normal file
8
Assets/StreamingAssets/AutoSave/AC hard.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05e37226c302f0640b9424fe2d671d7b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
136396
Assets/StreamingAssets/AutoSave/AC hard/AutoSave_0.json
Normal file
136396
Assets/StreamingAssets/AutoSave/AC hard/AutoSave_0.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 714058dc1be1f9e4ea56ea612bdb5fc9
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
136396
Assets/StreamingAssets/AutoSave/AC hard/AutoSave_1.json
Normal file
136396
Assets/StreamingAssets/AutoSave/AC hard/AutoSave_1.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65573af43d9433c43ace3dcc2dbfb3bf
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
136396
Assets/StreamingAssets/AutoSave/AC hard/AutoSave_2.json
Normal file
136396
Assets/StreamingAssets/AutoSave/AC hard/AutoSave_2.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fccf70ad0fd57b443b94210a72bf13f5
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/StreamingAssets/AutoSave/Your Shadow EZ.meta
Normal file
8
Assets/StreamingAssets/AutoSave/Your Shadow EZ.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
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61309
Assets/StreamingAssets/AutoSave/Your Shadow EZ/AutoSave_0.json
Normal file
61309
Assets/StreamingAssets/AutoSave/Your Shadow EZ/AutoSave_0.json
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2229
Assets/StreamingAssets/AutoSave/Your Shadow EZ/AutoSave_1.json
Normal file
2229
Assets/StreamingAssets/AutoSave/Your Shadow EZ/AutoSave_1.json
Normal file
File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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2211
Assets/StreamingAssets/AutoSave/Your Shadow EZ/AutoSave_2.json
Normal file
2211
Assets/StreamingAssets/AutoSave/Your Shadow EZ/AutoSave_2.json
Normal file
File diff suppressed because it is too large
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"originalBaseColor" : {
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"g" : 1,
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200505
Assets/StreamingAssets/AutoSave/Your_Shadow/AutoSave_1.json
Normal file
200505
Assets/StreamingAssets/AutoSave/Your_Shadow/AutoSave_1.json
Normal file
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Load Diff
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8
Assets/StreamingAssets/Export/Your Shadow EZ.meta
Normal file
8
Assets/StreamingAssets/Export/Your Shadow EZ.meta
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fileFormatVersion: 2
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guid: 58824694419c81c408b40521ced1e491
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BIN
Assets/StreamingAssets/Export/Your Shadow EZ/Beatmap.bytes
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BIN
Assets/StreamingAssets/Export/Your Shadow EZ/Beatmap.bytes
Normal file
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BIN
Assets/StreamingAssets/Export/Your Shadow EZ/ProjectInfo.bytes
Normal file
BIN
Assets/StreamingAssets/Export/Your Shadow EZ/ProjectInfo.bytes
Normal file
Binary file not shown.
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fileFormatVersion: 2
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BIN
Assets/StreamingAssets/Export/Your Shadow EZ/SongInfo.bytes
Normal file
BIN
Assets/StreamingAssets/Export/Your Shadow EZ/SongInfo.bytes
Normal file
Binary file not shown.
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8
Assets/StreamingAssets/Projects/AC hard.meta
Normal file
8
Assets/StreamingAssets/Projects/AC hard.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 90e55cce139c75745a8ba6fd59b40409
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136281
Assets/StreamingAssets/Projects/AC hard/Beatmap.json
Normal file
136281
Assets/StreamingAssets/Projects/AC hard/Beatmap.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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13
Assets/StreamingAssets/Projects/AC hard/CommandScripts.json
Normal file
13
Assets/StreamingAssets/Projects/AC hard/CommandScripts.json
Normal file
@@ -0,0 +1,13 @@
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{
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"CommandScripts" : {
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"__type" : "Ichni.RhythmGame.Beatmap.CommandScripts_BM,Assembly-CSharp",
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23
Assets/StreamingAssets/Projects/AC hard/ProjectInfo.json
Normal file
23
Assets/StreamingAssets/Projects/AC hard/ProjectInfo.json
Normal file
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{
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"__type" : "Ichni.RhythmGame.Beatmap.ProjectInformation_BM,Assembly-CSharp",
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"value" : {
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"projectName" : "AC hard",
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"creatorName" : "TRADER",
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"editorVersion" : "0.1.0",
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"createTime" : "2026\/2\/15 10:43:24",
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"lastSaveTime" : "2026\/6\/29 2:16:15",
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14
Assets/StreamingAssets/Projects/AC hard/SongInfo.json
Normal file
14
Assets/StreamingAssets/Projects/AC hard/SongInfo.json
Normal file
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{
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"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
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"value" : {
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"songName" : "alunite cas.wav",
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BIN
Assets/StreamingAssets/Projects/AC hard/alunite cas.wav
Normal file
BIN
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Normal file
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8
Assets/StreamingAssets/Projects/Your Shadow EZ.meta
Normal file
8
Assets/StreamingAssets/Projects/Your Shadow EZ.meta
Normal file
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43294
Assets/StreamingAssets/Projects/Your Shadow EZ/Beatmap - 副本.json
Normal file
43294
Assets/StreamingAssets/Projects/Your Shadow EZ/Beatmap - 副本.json
Normal file
File diff suppressed because it is too large
Load Diff
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60871
Assets/StreamingAssets/Projects/Your Shadow EZ/Beatmap.json
Normal file
60871
Assets/StreamingAssets/Projects/Your Shadow EZ/Beatmap.json
Normal file
File diff suppressed because it is too large
Load Diff
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{
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"__type" : "Ichni.RhythmGame.Beatmap.CommandScripts_BM,Assembly-CSharp",
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"value" : {
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14
Assets/StreamingAssets/Projects/Your Shadow EZ/SongInfo.json
Normal file
14
Assets/StreamingAssets/Projects/Your Shadow EZ/SongInfo.json
Normal file
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{
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"songName" : "Your Shadow.wav",
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Reference in New Issue
Block a user