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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27
Assets/Scripts/GameElements/GeneralEffects/BloomShake.cs
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27
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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