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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@@ -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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