变量模块;Element启用控制
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@@ -20,9 +20,11 @@ namespace Ichni.RhythmGame
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{
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effectCollection = new Dictionary<string, List<EffectBase>>();
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if (preset == EffectSubmodulePreset.Default) //对于默认的效果次级模块,只有Default效果集合
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if (preset == EffectSubmodulePreset.Default) //对于默认的效果次级模块,有Prior、Default、Late三个效果集合
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{
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effectCollection.Add("Prior", new List<EffectBase>());
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effectCollection.Add("Default", new List<EffectBase>());
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effectCollection.Add("Late", new List<EffectBase>());
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}
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else if (preset == EffectSubmodulePreset.Note) //对于Note的效果次级模块,在Note的不同状态下有独立的效果集合
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{
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@@ -33,6 +35,7 @@ namespace Ichni.RhythmGame
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effectCollection.Add("Good", new List<EffectBase>());
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effectCollection.Add("Bad", new List<EffectBase>());
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effectCollection.Add("Miss", new List<EffectBase>());
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effectCollection.Add("AfterJudge", new List<EffectBase>());
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}
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(attachedGameElement as IHaveEffectSubmodule).effectSubmodule = this;
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@@ -79,7 +82,7 @@ namespace Ichni.RhythmGame
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var effectNameInputField = inspector.GenerateInputField(container, "Effect Name");
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var addEffectButton = inspector.GenerateButton(this, container, "Add Effect", () =>
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{
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if (EffectSubmodule.EffectCollection.TryGetValue(effectNameInputField.GetValue<string>(), out var newEffect))
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if (EffectCollection.TryGetValue(effectNameInputField.GetValue<string>(), out var newEffect))
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{
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effectCollection[effect.Key].Add(newEffect);
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inspectorMain.SetInspector(attachedGameElement);
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@@ -107,7 +110,9 @@ namespace Ichni.RhythmGame
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{ "Bloom", new BloomEffect(1, 2, CustomCurvePresets.Parabolic(1,0,2)) },
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{ "CameraShake", new CameraShakeEffect(1, 50, 1, 1, 1) },
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{ "ChromaticAberration", new ChromaticAberrationEffect(1, 1, CustomCurvePresets.Parabolic(1,0,1)) },
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{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1,0,1)) }
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{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1,0,1)) },
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{ "SetInteger", new SetIntegerEffect("New Variable", 0, false, 0, 1) },
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{ "EnableControl", new EnableControlEffect(null, "New Variable", 0, false, "") },
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};
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}
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