后处理修复
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@@ -17920,4 +17871,3 @@ SceneRoots:
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- {fileID: 1050672441}
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- {fileID: 1395701961}
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@@ -6,8 +6,8 @@ namespace Ichni.RhythmGame.Beatmap
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public class PixelateEffect_BM : EffectBase_BM
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{
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[System.Obsolete] public float duration;
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public float bottomX;
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public float bottomY;
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[Range(0f, 1f)] public float bottomX;
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[Range(0f, 1f)] public float bottomY;
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public AnimationCurve intensityCurve;
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public PixelateEffect_BM()
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@@ -19,8 +19,8 @@ namespace Ichni.RhythmGame.Beatmap
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{
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this.effectTime = duration;
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this.duration = duration;
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this.bottomX = bottomX;
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this.bottomY = bottomY;
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this.bottomX = Mathf.Clamp01(bottomX);
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this.bottomY = Mathf.Clamp01(bottomY);
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this.intensityCurve = intensityCurve;
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}
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@@ -11,8 +11,8 @@ namespace Ichni.RhythmGame
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InspectorBuilder.For(this)
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.Section("Pixelate Effect")
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.InputField(nameof(effectTime), "Effect Time")
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.InputField(nameof(bottomX), "Bottom X")
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.InputField(nameof(bottomY), "Bottom Y")
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.InputField(nameof(bottomX), "Bottom X (0-1)")
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.InputField(nameof(bottomY), "Bottom Y (0-1)")
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.Button("Intensity Curve", () => insp.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve)).SetAsCustomCurve())
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.Button("Clear Pixelate", Recover)
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.Button("Remove", () => { nowEffectState = EffectState.Before; AccommodatingList.Remove(this); EditorManager.instance.uiManager.inspector.SetInspector(attachedGameElement); })
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@@ -41,7 +41,7 @@ namespace Ichni.RhythmGame
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{ "Vignette", () => new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "SetInteger", () => new SetIntegerEffect("New Variable", 0, false, 0, 1) },
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{ "EnableControl", () => new EnableControlEffect(null, "New Variable", 0, false, "") },
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{ "Pixelate", () => new PixelateEffect(1, 320, 180, CustomCurvePresets.Instant()) },
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{ "Pixelate", () => new PixelateEffect(1, 1f / 6f, 1f / 6f, CustomCurvePresets.Instant()) },
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{ "LowPassFilter", () => new LowPassFilterEffect(1, 20, true, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "HighPassFilter", () => new HighPassFilterEffect(1, 20000, true, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "SpeedLines", () => new SpeedLinesEffect(1f, CustomCurvePresets.Parabolic(1, 0, 1), new Color(1f, 1f, 1f, 0.5f), peakRemap: 0f) },
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@@ -7,8 +7,8 @@ namespace Ichni.RhythmGame
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public partial class PixelateEffect : EffectBase
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{
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#region [运行时缓存数据] Property Caches
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public float bottomX;
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public float bottomY;
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[Range(0f, 1f)] public float bottomX;
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[Range(0f, 1f)] public float bottomY;
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public AnimationCurve intensityCurve;
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private PixelateVolume _pixelateVolume;
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@@ -18,8 +18,8 @@ namespace Ichni.RhythmGame
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public PixelateEffect(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
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: base(duration)
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{
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this.bottomX = bottomX;
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this.bottomY = bottomY;
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this.bottomX = Mathf.Clamp01(bottomX);
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this.bottomY = Mathf.Clamp01(bottomY);
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this.intensityCurve = intensityCurve;
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}
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@@ -28,8 +28,8 @@ namespace Ichni.RhythmGame
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if (other is PixelateEffect otherEffect)
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{
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this.effectTime = otherEffect.effectTime;
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this.bottomX = otherEffect.bottomX;
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this.bottomY = otherEffect.bottomY;
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this.bottomX = Mathf.Clamp01(otherEffect.bottomX);
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this.bottomY = Mathf.Clamp01(otherEffect.bottomY);
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this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
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}
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}
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@@ -50,8 +50,8 @@ namespace Ichni.RhythmGame
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if (_pixelateVolume != null)
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{
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_pixelateVolume.forceActive.value = true;
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_pixelateVolume.strengthX.value = Screen.width;
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_pixelateVolume.strengthY.value = Screen.height;
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_pixelateVolume.strengthX.value = 1f;
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_pixelateVolume.strengthY.value = 1f;
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}
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}
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@@ -59,8 +59,9 @@ namespace Ichni.RhythmGame
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{
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if (_pixelateVolume != null)
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{
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float x = Mathf.Lerp(Screen.width, bottomX, intensityCurve.Evaluate(effectProgressPercent));
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float y = Mathf.Lerp(Screen.height, bottomY, intensityCurve.Evaluate(effectProgressPercent));
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float progress = intensityCurve == null ? effectProgressPercent : intensityCurve.Evaluate(effectProgressPercent);
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float x = Mathf.Lerp(1f, Mathf.Clamp01(bottomX), progress);
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float y = Mathf.Lerp(1f, Mathf.Clamp01(bottomY), progress);
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_pixelateVolume.strengthX.value = x;
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_pixelateVolume.strengthY.value = y;
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}
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@@ -75,8 +76,8 @@ namespace Ichni.RhythmGame
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if (_pixelateVolume != null)
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{
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_pixelateVolume.forceActive.value = false;
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_pixelateVolume.strengthX.value = Screen.width;
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||||
_pixelateVolume.strengthY.value = Screen.height;
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_pixelateVolume.strengthX.value = 1f;
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_pixelateVolume.strengthY.value = 1f;
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}
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}
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#endregion
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@@ -139,10 +139,10 @@ MonoBehaviour:
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m_Value: 1
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strengthX:
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m_OverrideState: 1
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m_Value: 1920
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m_Value: 1
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strengthY:
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m_OverrideState: 1
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m_Value: 1080
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m_Value: 1
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -23,15 +23,14 @@ Shader "Hidden/Custom/Pixelate"
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half4 Frag(Varyings input) : SV_Target
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{
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||||
float2 uv = input.texcoord;
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||||
float2 strength = float2(_PixelateStrengthX, _PixelateStrengthY);
|
||||
|
||||
// 防止除数为0的极小可能崩溃
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strength = max(strength, float2(1.0, 1.0));
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float2 resolutionRatio = saturate(float2(_PixelateStrengthX, _PixelateStrengthY));
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||||
// 使用当前渲染目标分辨率,而不是设备固定分辨率,兼容动态分辨率和渲染缩放。
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float2 targetResolution = max(floor(_ScreenParams.xy * resolutionRatio), float2(1.0, 1.0));
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float2 uvScaled = uv * strength;
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float2 uvScaled = uv * targetResolution;
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float2 uvFloor = floor(uvScaled);
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float2 uvCenter = uvFloor + 0.5;
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||||
float2 uvPixelated = uvCenter / strength;
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float2 uvPixelated = uvCenter / targetResolution;
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||||
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||||
// Blitter框架将自动把 SourceTexture 注入为 _BlitTexture
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||||
return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uvPixelated);
|
||||
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||||
@@ -17,9 +17,12 @@ namespace SLSUtilities.Rendering.PostProcessing
|
||||
|
||||
[Tooltip("是否强制开启像素化效果")]
|
||||
public BoolParameter forceActive = new BoolParameter(false);
|
||||
|
||||
public FloatParameter strengthX = new FloatParameter(1920f);
|
||||
public FloatParameter strengthY = new FloatParameter(1080f);
|
||||
|
||||
[Tooltip("横向分辨率比例,0 到 1;1 为当前渲染分辨率")]
|
||||
public FloatParameter strengthX = new FloatParameter(1f);
|
||||
|
||||
[Tooltip("纵向分辨率比例,0 到 1;1 为当前渲染分辨率")]
|
||||
public FloatParameter strengthY = new FloatParameter(1f);
|
||||
|
||||
// 返回我们在 Shader 里定义的名字,保证管家可以据此获取材质
|
||||
public override string GetShaderName() => "Hidden/Custom/Pixelate";
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||||
@@ -34,11 +37,11 @@ namespace SLSUtilities.Rendering.PostProcessing
|
||||
{
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if (material == null) return;
|
||||
|
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, strengthX.value);
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, strengthY.value);
|
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, Mathf.Clamp01(strengthX.value));
|
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, Mathf.Clamp01(strengthY.value));
|
||||
|
||||
// 使用你的统一管家分发的 Blitter 进行优雅渲染
|
||||
Blitter.BlitCameraTexture(cmd, source, destination, material, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -109,8 +109,8 @@
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.PixelateEffect_BM,Assembly-CSharp",
|
||||
"duration" : 5,
|
||||
"bottomX" : 320,
|
||||
"bottomY" : 180,
|
||||
"bottomX" : 0.16666666666666666,
|
||||
"bottomY" : 0.16666666666666666,
|
||||
"intensityCurve" : {
|
||||
"keys" : [
|
||||
{
|
||||
|
||||
@@ -117,7 +117,7 @@
|
||||
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMStarrySkybox_BM,Assembly-CSharp",
|
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"skyColorR" : 0,
|
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"skyColorG" : 0,
|
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"skyColorB" : 0,
|
||||
"skyColorB" : 0.35,
|
||||
"skyColorA" : 1,
|
||||
"horizonR" : 0,
|
||||
"horizonG" : 0,
|
||||
@@ -215,7 +215,7 @@
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.CrossTrackPoint_BM,Assembly-CSharp",
|
||||
"trackSwitch" : {
|
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"value" : 0,
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"value" : 1,
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"animations" : [
|
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{
|
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"value" : 0,
|
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@@ -242,7 +242,7 @@
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]
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},
|
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"trackPercent" : {
|
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"value" : 0,
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"value" : 0.316253871,
|
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"animations" : [
|
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{
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"startValue" : 0,
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@@ -38814,7 +38814,7 @@
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],
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"elementGuid" : {
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"value" : "6f3f8348-133d-4fed-831b-47e2df9b2e82"
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"value" : "a691401c-7f0b-4a71-b926-55b8424506e0"
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"attachedElementGuid" : {
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"value" : "e7d3f910-cb0a-43c2-861e-3f22cb0e5534"
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@@ -38837,7 +38837,7 @@
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"z" : 1
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},
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"attachedElementGuid" : {
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"value" : "a691401c-7f0b-4a71-b926-55b8424506e0"
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}
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},{
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"__type" : "Ichni.RhythmGame.Beatmap.EffectSubmodule_BM,Assembly-CSharp",
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@@ -38857,7 +38857,7 @@
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]
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},
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"attachedElementGuid" : {
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"value" : "a691401c-7f0b-4a71-b926-55b8424506e0"
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}
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},{
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"__type" : "Ichni.RhythmGame.Beatmap.TimeEffectsCollection_BM,Assembly-CSharp",
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@@ -38867,7 +38867,7 @@
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],
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"elementGuid" : {
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"attachedElementGuid" : {
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"value" : "e7d3f910-cb0a-43c2-861e-3f22cb0e5534"
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@@ -38890,7 +38890,7 @@
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"z" : 1
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},
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"attachedElementGuid" : {
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"value" : "b2d406d2-9930-4e31-9f6a-9beac8cdf66b"
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"value" : "2921bb52-195e-4298-af86-a06625654c8d"
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}
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},{
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"__type" : "Ichni.RhythmGame.Beatmap.EffectSubmodule_BM,Assembly-CSharp",
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@@ -38910,7 +38910,7 @@
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]
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},
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"attachedElementGuid" : {
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"value" : "2921bb52-195e-4298-af86-a06625654c8d"
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}
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},{
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"__type" : "Ichni.RhythmGame.Beatmap.Stay_BM,Assembly-CSharp",
|
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@@ -43248,7 +43248,7 @@
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],
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"elementGuid" : {
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"attachedElementGuid" : {
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"value" : "e7d3f910-cb0a-43c2-861e-3f22cb0e5534"
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@@ -43271,7 +43271,7 @@
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"z" : 1
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},
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"attachedElementGuid" : {
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"value" : "b3939cb1-1f49-4daf-9fc4-d51f3d9a11f6"
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"value" : "0ec64979-8a01-40fb-b047-003b4d6b7151"
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}
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},{
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"__type" : "Ichni.RhythmGame.Beatmap.EffectSubmodule_BM,Assembly-CSharp",
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@@ -43291,7 +43291,7 @@
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]
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},
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"attachedElementGuid" : {
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"value" : "b3939cb1-1f49-4daf-9fc4-d51f3d9a11f6"
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"value" : "0ec64979-8a01-40fb-b047-003b4d6b7151"
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}
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},{
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"__type" : "Ichni.RhythmGame.Beatmap.PropertyAnimationColor_BM,Assembly-CSharp",
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@@ -60861,6 +60861,119 @@
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"attachedElementGuid" : {
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"value" : "fce8eda1-5cd4-4ca2-9e36-1f058d4c6408"
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}
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},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.ElementFolder_BM,Assembly-CSharp",
|
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"elementName" : "Folder",
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"tags" : [
|
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],
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"elementGuid" : {
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"value" : "5bf4bfef-9b62-4c96-8882-cc392acae05e"
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},
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Reference in New Issue
Block a user