基础内容-3
Swirl Scale动画 四种Note代码建立 Note Judge Submodule构思中
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8
Assets/Scripts/GameElements/GeneralEffects.meta
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8
Assets/Scripts/GameElements/GeneralEffects.meta
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27
Assets/Scripts/GameElements/GeneralEffects/BloomShake.cs
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Assets/Scripts/GameElements/GeneralEffects/BloomShake.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Lean.Pool;
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using MoreMountains.Feedbacks;
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using MoreMountains.FeedbacksForThirdParty;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class BloomShake : EffectBase
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{
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public float bloomTime;
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public float bloomPeak;
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[Button("Test Bloom Shake")]
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public override void Adjust()
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{
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MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.bloomShake).GetComponent<MMF_Player>();
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effect.GetFeedbackOfType<MMF_Bloom_URP>().ShakeDuration = bloomTime;
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effect.GetFeedbackOfType<MMF_Bloom_URP>().RemapIntensityOne = bloomPeak;
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effect.PlayFeedbacks();
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LeanPool.Despawn(effect.gameObject, bloomTime);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class TimeEffectsCollection : SerializedMonoBehaviour
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{
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public List<TimeEffectUnit> timeEffectUnits;
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}
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public class TimeEffectUnit
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{
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public string unitName;
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public float unitTime;
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public EffectSubmodule effectSubmodule;
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}
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}
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fileFormatVersion: 2
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guid: af21e649d109b416aa81541349c26926
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externalObjects: {}
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18
Assets/Scripts/GameElements/Notes/Flick.cs
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Assets/Scripts/GameElements/Notes/Flick.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Flick : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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Assets/Scripts/GameElements/Notes/Flick.cs.meta
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Assets/Scripts/GameElements/Notes/Flick.cs.meta
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fileFormatVersion: 2
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guid: db9afa4209e714d689fc9b15d81c6f50
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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18
Assets/Scripts/GameElements/Notes/Hold.cs
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Assets/Scripts/GameElements/Notes/Hold.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Hold : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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Assets/Scripts/GameElements/Notes/Hold.cs.meta
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Assets/Scripts/GameElements/Notes/Hold.cs.meta
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fileFormatVersion: 2
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guid: 3d86cc42eec2b42e3aa9571c916401e6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/GameElements/Notes/JudgeSubmodules.meta
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Assets/Scripts/GameElements/Notes/JudgeSubmodules.meta
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fileFormatVersion: 2
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guid: acc133c3d8ab345e1ac8d703e4ce2f18
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folderAsset: yes
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FullScreenBalancedJudgeSubmodule : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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fileFormatVersion: 2
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guid: 0afb3700dadc6439aa12380eba145393
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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@@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FullScreenNearTimeJudgeSubmodule : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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fileFormatVersion: 2
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guid: 8bf5b334d67634f4688a5481f1ccc42f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class NoteJudgeSubmodule : SubmoduleBase
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{
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}
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public class NoteJudgeUnit
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{
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}
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}
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fileFormatVersion: 2
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guid: 68da77ce27dec41478846a37c8a491cd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TouchAreaJudgeSubmodule : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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fileFormatVersion: 2
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guid: e217631f39751452bad007e0cb075e61
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TriggerConnectJudgeSubmodule : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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fileFormatVersion: 2
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guid: 16de260925efb4951afd63b8dc4a5d6c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@@ -20,11 +20,22 @@ namespace Ichni.RhythmGame
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// [Title("NoteVisual")]
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// public GeneralNoteVisual noteVisual;
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//
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// [Title("NoteEffect")]
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// public List<NoteEffectGenerate> noteEffectGenerateList;
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// public List<NoteEffectPerfect> noteEffectPerfectList;
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// public List<NoteEffectGood> noteEffectGoodList;
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// public List<NoteEffectMiss> noteEffectMissList;
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[Title("NoteEffect")]
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[Tooltip("生成Note时的特效")]
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public EffectSubmodule generateEffects;
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[Tooltip("Note被判定时的特效,不包括Miss")]
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public EffectSubmodule generalJudgeEffects;
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[Tooltip("Note被Perfect判定时的特效")]
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public EffectSubmodule perfectJudgeEffects;
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[Tooltip("Note被Good判定时的特效")]
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public EffectSubmodule goodJudgeEffects;
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[Tooltip("Note被Bad判定时的特效")]
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public EffectSubmodule badJudgeEffects;
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[Tooltip("Note未被判定时的特效,即Miss")]
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public EffectSubmodule missJudgeEffects;
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[Title("Judge Info")]
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public NoteJudgeSubmodule noteJudgeSubmodule;
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[Title("In-Game Info")]
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public Vector2 noteScreenPosition;
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Assets/Scripts/GameElements/Notes/Stay.cs
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Assets/Scripts/GameElements/Notes/Stay.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Stay : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/GameElements/Notes/Stay.cs.meta
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Assets/Scripts/GameElements/Notes/Stay.cs.meta
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fileFormatVersion: 2
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guid: 1ec53002feb264ae7b2bb0386ac37ad2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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18
Assets/Scripts/GameElements/Notes/Tap.cs
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Assets/Scripts/GameElements/Notes/Tap.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Tap : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/GameElements/Notes/Tap.cs.meta
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11
Assets/Scripts/GameElements/Notes/Tap.cs.meta
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fileFormatVersion: 2
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guid: 6b1bd7cbcd49b4f0b805e902cd7c3025
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,7 +8,6 @@ namespace Ichni.RhythmGame
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{
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public class TrackRendererSubmodule : TrackSubmodule
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{
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public Track track;
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public MeshGenerator meshGenerator;
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public MeshRenderer meshRenderer;
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public Material renderMaterial;
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@@ -30,7 +29,6 @@ namespace Ichni.RhythmGame
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this.splineRenderer.clipFrom = 0;
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this.splineRenderer.clipTo = 1;
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this.meshRenderer.material = renderMaterial;
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Debug.Log(splineRenderer.clipFrom + " " + splineRenderer.clipTo);
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this.splineRenderer.color = Color.white;
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}
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