基础内容-2
Track Percent Point 和 Track Head Point 重构优化 Note基础 特效框架(Effect Submodule 和 Effect基础类),将用于“时间触发型特效容器”与“Note特效容器“
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@@ -19,7 +19,8 @@ namespace Ichni
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public float totalTime; //总时间
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public AnimationCurveType animationCurveType; //动画曲线类型
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public AnimatedFloat(float startTime, float endTime, float startValue, float endValue, AnimationCurveType animationCurveType)
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public AnimatedFloat(float startTime, float endTime, float startValue, float endValue,
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AnimationCurveType animationCurveType)
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{
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this.startValue = startValue;
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this.endValue = endValue;
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@@ -66,8 +67,8 @@ namespace Ichni
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{
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animations.Sort();
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}
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/// <summary>
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/// 在动画脚本的Update中更新value
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/// </summary>
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@@ -78,7 +79,8 @@ namespace Ichni
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if (nowAnimatedFloat != null) //如果能获取到,表明当前时间点存在动画
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{
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//获取songTime时间点时,基于动画曲线的AnimatedFloat比例点->(0,1)。
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float nowPercent = AnimationCurveEvaluator.Evaluate(nowAnimatedFloat.animationCurveType, (nowTime - nowAnimatedFloat.startTime) / nowAnimatedFloat.totalTime);
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float nowPercent = AnimationCurveEvaluator.Evaluate(nowAnimatedFloat.animationCurveType,
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(nowTime - nowAnimatedFloat.startTime) / nowAnimatedFloat.totalTime);
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value = nowAnimatedFloat.startValue + nowPercent * nowAnimatedFloat.differenceValue; //计算value
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returnType = FlexibleReturnType.MiddleExecuting;
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return;
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@@ -98,10 +100,11 @@ namespace Ichni
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{
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value = nowAnimatedFloat.startValue;
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}
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returnType = FlexibleReturnType.Before;
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return;
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}
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if (nowTime > finalEndTime) //如果当前时间大于最后一个动画的结束时间
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{
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nowAnimatedFloat = animations[animations.Count - 1];
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@@ -111,14 +114,16 @@ namespace Ichni
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{
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value = nowAnimatedFloat.endValue;
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}
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returnType = FlexibleReturnType.After;
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return;
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}
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if (currentAnimationIndex >= 0)//如果当前时间点在动画之间
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if (currentAnimationIndex >= 0) //如果当前时间点在动画之间
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{
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value = animations[currentAnimationIndex].endValue;
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}
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returnType = FlexibleReturnType.MiddleInterval;
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return;
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}
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@@ -147,88 +152,5 @@ namespace Ichni
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return null;
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}
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// [BurstCompile]
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// public void UpdateFlexibleFloat(float nowTime)
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// {
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// var animationData = new NativeArray<AnimatedFloat>(animations.ToArray(), Allocator.TempJob);
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// var result = new NativeArray<float>(1, Allocator.TempJob);
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// var returnTypeResult = new NativeArray<FlexibleReturnType>(1, Allocator.TempJob);
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//
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// var job = new FlexibleFloatJob
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// {
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// nowTime = nowTime,
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// animationData = animationData,
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// result = result,
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// returnTypeResult = returnTypeResult
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// };
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//
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// var handle = job.Schedule();
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// handle.Complete();
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//
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// value = result[0];
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// returnType = returnTypeResult[0];
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//
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// animationData.Dispose();
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// result.Dispose();
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// returnTypeResult.Dispose();
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// }
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}
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/*
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[BurstCompile]
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struct FlexibleFloatJob : IJob
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{
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public float nowTime;
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[ReadOnly] public NativeArray<AnimatedFloat> animationData;
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public NativeArray<float> result;
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public NativeArray<FlexibleReturnType> returnTypeResult;
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public void Execute()
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{
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FlexibleReturnType currentReturnType = FlexibleReturnType.None;
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float outputValue = 0;
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if(animationData.Length == 0)
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{
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result[0] = outputValue;
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returnTypeResult[0] = currentReturnType;
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return;
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}
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if (nowTime < animationData[0].startTime)
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{
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outputValue = animationData[0].startValue;
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currentReturnType = FlexibleReturnType.Before;
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}
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else if (nowTime > animationData[animationData.Length - 1].endTime)
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{
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outputValue = animationData[animationData.Length - 1].endValue;
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currentReturnType = FlexibleReturnType.After;
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}
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for (int i = 0; i < animationData.Length; i++)
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{
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var anim = animationData[i];
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if (nowTime >= anim.startTime && nowTime <= anim.endTime)
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{
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float nowPercent = AnimationCurveEvaluator.Evaluate(anim.animationCurveType,(nowTime - anim.startTime) / anim.totalTime);
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outputValue = anim.startValue + nowPercent * anim.differenceValue;
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currentReturnType = FlexibleReturnType.MiddleExecuting;
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break;
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}
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}
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if (currentReturnType == FlexibleReturnType.None)
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{
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currentReturnType = FlexibleReturnType.MiddleInterval;
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}
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result[0] = outputValue;
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returnTypeResult[0] = currentReturnType;
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}
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}*/
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}
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@@ -28,6 +28,10 @@ namespace Ichni.RhythmGame
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this.emissionEnabled = false;
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this.originalEmissionColor = Color.black;
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this.originalEmissionIntensity = 0;
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this.currentBaseColor = originalBaseColor;
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this.currentEmissionColor = Color.black;
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this.currentEmissionIntensity = 0;
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}
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public ColorSubmodule(Color originalBaseColor, bool emissionEnabled, Color originalEmissionColor, float originalEmissionIntensity)
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@@ -36,6 +40,10 @@ namespace Ichni.RhythmGame
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this.emissionEnabled = emissionEnabled;
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this.originalEmissionColor = originalEmissionColor;
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this.originalEmissionIntensity = originalEmissionIntensity;
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this.currentBaseColor = originalBaseColor;
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this.currentEmissionColor = originalEmissionColor;
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this.currentEmissionIntensity = originalEmissionIntensity;
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}
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}
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}
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16
Assets/Scripts/Base/GeneralSubmodules/EffectSubmodule.cs
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16
Assets/Scripts/Base/GeneralSubmodules/EffectSubmodule.cs
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@@ -0,0 +1,16 @@
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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 EffectSubmodule : SubmoduleBase
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{
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public List<EffectBase> effectList;
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}
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public abstract class EffectBase
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{
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public abstract void Execute();
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 67578ca8780234f6d9108a4ea88a5c82
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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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@@ -9,6 +9,9 @@ public class BasePrefabsCollection : SerializedScriptableObject
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[Title("基础预制体")]
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public GameObject emptyObject;
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public GameObject elementFolder;
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[Title("Track相关")]
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public GameObject track;
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public GameObject pathNode;
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public Material defaultTrackMaterial;
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}
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@@ -30,7 +30,7 @@ namespace Ichni
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(t0.trackTimeSubmodule as TrackTimeSubmoduleMovable).NewInitialize(t0, 0, 1, 1, AnimationCurveType.Linear);
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(t0.trackRendererSubmodule as TrackRendererSubmoduleAutoOrient).NewInitialize(t0);
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var p0 = PathNode.GeneratePathNode("PathNode-0", t0, 0, Vector3.zero, Vector3.forward, 1, Color.white);
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var p1 = PathNode.GeneratePathNode("PathNode-1", t0, 1, Vector3.one * 10f, Vector3.left, 0, Color.white);
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var p1 = PathNode.GeneratePathNode("PathNode-1", t0, 1, Vector3.one * 10f, Vector3.left, 0, Color.red);
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t0.AfterInitialize();
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}
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18
Assets/Scripts/Base/Manager/PostProcessingManager.cs
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18
Assets/Scripts/Base/Manager/PostProcessingManager.cs
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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 PostProcessingManager : 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/Base/Manager/PostProcessingManager.cs.meta
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11
Assets/Scripts/Base/Manager/PostProcessingManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8b242683d247c4ee59ef50fd8ef06701
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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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