基础内容-6
技术性调整; Note效果;
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@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
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public void NewInitialize(string elementName, BaseElement targetObject)
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{
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base.NewInitialize(elementName);
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base.Initialize(elementName);
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this.targetObject = targetObject;
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SetParent(this.targetObject);
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}
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@@ -35,12 +35,12 @@ namespace Ichni.RhythmGame
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}
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}
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timeDurationSubmodule = new TimeDurationSubmodule(startTimes.Min(), endTimes.Max());
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timeDurationSubmodule = new TimeDurationSubmodule(this, startTimes.Min(), endTimes.Max());
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}
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public virtual void SetTimeDuration(float startTime, float endTime)
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{
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timeDurationSubmodule = new TimeDurationSubmodule(startTime, endTime);
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timeDurationSubmodule = new TimeDurationSubmodule(this, startTime, endTime);
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}
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protected abstract void UpdateAnimation(float songTime);
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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
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public static BaseColorChange GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorA)
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{
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BaseColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
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BaseColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<BaseColorChange>();
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baseColorChange.NewInitialize(elementName, targetObject);
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baseColorChange.colorR = colorR;
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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
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public static EmissionColorChange GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat colorR, FlexibleFloat colorG, FlexibleFloat colorB, FlexibleFloat colorI)
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{
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EmissionColorChange baseColorChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
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EmissionColorChange baseColorChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<EmissionColorChange>();
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baseColorChange.NewInitialize(elementName, targetObject);
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baseColorChange.colorR = colorR;
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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
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public static TrackTotalTimeChange GenerateElement(string elementName, Track targetTrack, FlexibleFloat totalTime)
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{
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TrackTotalTimeChange trackTotalTimeChange = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
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TrackTotalTimeChange trackTotalTimeChange = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<TrackTotalTimeChange>();
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trackTotalTimeChange.NewInitialize(elementName, targetTrack);
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if (targetTrack.trackTimeSubmodule is TrackTimeSubmoduleStatic submoduleStatic)
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@@ -18,7 +18,7 @@ namespace Ichni.RhythmGame
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public static Displacement GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat positionX, FlexibleFloat positionY, FlexibleFloat positionZ)
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{
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Displacement displacement = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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Displacement displacement = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Displacement>();
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displacement.NewInitialize(elementName, targetObject);
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@@ -19,7 +19,7 @@ namespace Ichni.RhythmGame
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public static LookAt GenerateElement(string elementName, BaseElement targetObject,
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BaseElement lookAtTarget, FlexibleBool enabling)
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{
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LookAt swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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LookAt swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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swirl.NewInitialize(elementName, targetObject);
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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
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public static Scale GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
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{
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Scale scale = Lean.Pool.LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
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Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
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scale.NewInitialize(elementName, targetObject);
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@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
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public static Swirl GenerateElement(string elementName, BaseElement targetObject,
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FlexibleFloat eulerAngleX, FlexibleFloat eulerAngleY, FlexibleFloat eulerAngleZ)
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{
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Swirl swirl = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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Swirl swirl = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Swirl>();
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swirl.NewInitialize(elementName, targetObject);
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