基础内容-4
Tap,Stay,Flick基础构造
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@@ -45,6 +45,32 @@ namespace Ichni.RhythmGame
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this.effectTime = effectTime;
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this.nowEffectState = EffectState.Before;
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}
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public virtual void UpdateEffect()
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{
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EffectState state = CheckEffectState();
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if (state == EffectState.Before && nowEffectState != EffectState.Before)
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{
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nowEffectState = EffectState.Before;
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Recover();
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}
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else if (state == EffectState.Middle)
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{
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nowEffectState = EffectState.Middle;
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Execute();
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}
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else if (state == EffectState.After && nowEffectState != EffectState.After)
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{
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nowEffectState = EffectState.After;
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Adjust();
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}
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}
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public virtual EffectState CheckEffectState()
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{
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throw new System.NotImplementedException();
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}
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/// <summary>
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/// 在效果的持续时间内,触发这个方法
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@@ -15,6 +15,19 @@ public class BasePrefabsCollection : SerializedScriptableObject
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public GameObject pathNode;
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public Material defaultTrackMaterial;
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[Title("Note 相关")]
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public GameObject tapNote;
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public GameObject stayNote;
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public GameObject holdNote;
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public GameObject flickNote;
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public AudioClip tapNoteSound;
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public AudioClip stayNoteSound;
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public AudioClip holdNoteStartSound;
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public AudioClip holdNoteLoopSound;
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public AudioClip holdNoteEndSound;
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public AudioClip flickNoteSound;
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[Title("Effect相关")]
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public GameObject bloomShake;
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}
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