基础内容-6
技术性调整; Note效果;
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@@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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@@ -10,9 +12,12 @@ namespace Ichni.RhythmGame
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public List<Vector2> availableFlickDirections;
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public static Flick GenerateElement(string elementName, float exactJudgeTime, BaseElement attach, List<Vector2> directions)
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{
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Flick flick = LeanPool.Spawn(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
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flick.NewInitialize(elementName, exactJudgeTime);
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Flick flick = Instantiate(EditorManager.instance.basePrefabs.tapNote, attach.transform).GetComponent<Flick>();
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flick.Initialize(elementName);
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flick.exactJudgeTime = exactJudgeTime;
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flick.availableFlickDirections = directions;
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flick.transformSubmodule = new TransformSubmodule(flick);
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flick.timeDurationSubmodule = new TimeDurationSubmodule(flick);
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flick.SetParent(attach);
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if (attach.TryGetComponent(out Track track))
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@@ -20,6 +25,7 @@ namespace Ichni.RhythmGame
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if (track.trackTimeSubmodule != null)
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{
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flick.track = track;
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flick.trackPositioner = flick.AddComponent<SplinePositioner>();
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flick.trackPositioner.spline = track.trackPathSubmodule.path;
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flick.isOnTrack = true;
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flick.UpdateNoteInTrack();
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@@ -31,18 +37,11 @@ namespace Ichni.RhythmGame
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}
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else
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{
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flick.track = null;
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flick.isOnTrack = false;
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}
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return flick;
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}
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public void NewInitialize(string elementName, float exactJudgeTime)
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{
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base.NewInitialize(elementName);
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this.exactJudgeTime = exactJudgeTime;
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this.track = null;
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this.isOnTrack = false;
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}
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}
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}
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