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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66
Assets/Scripts/GameElements/Track/PathNode.cs
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66
Assets/Scripts/GameElements/Track/PathNode.cs
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class PathNode : BaseElement
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{
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public ColorSubmodule colorSubmodule;
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public Track track;
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public int index;
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public SplinePoint node;
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public static PathNode GeneratePathNode(string elementName, Track track, int index, Vector3 nodePosition,
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Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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PathNode pathNode = LeanPool.Spawn(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
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pathNode.NewInitialize(elementName, track, index, nodePosition, nodeNormal, nodeSize, nodeColor);
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track.trackPathSubmodule.pathNodeList.Add(pathNode);
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pathNode.SetParent(track);
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return pathNode;
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}
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public void NewInitialize(string elementName, Track track, int index, Vector3 nodePosition,
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Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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base.NewInitialize(elementName);
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this.track = track;
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this.index = index;
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this.transformSubmodule = new TransformSubmodule(nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
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this.colorSubmodule = new ColorSubmodule(nodeColor);
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Refresh();
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}
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public override void AfterInitialize()
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{
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Refresh();
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if (track.trackPathSubmodule.pathNodeList.Count > 3)
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{
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track.trackPathSubmodule.ClosePath(track.trackPathSubmodule.isClosed);
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}
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}
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}
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public partial class PathNode
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{
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public override void Refresh()
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{
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Vector3 position = transformSubmodule.currentPosition;
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Vector3 normal = Quaternion.Euler(transformSubmodule.currentEulerAngles) * Vector3.up;
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float size = transformSubmodule.currentScale.x;
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Color color = colorSubmodule.currentBaseColor;
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node = new SplinePoint(position, Vector3.up, normal, size, color);
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track.trackPathSubmodule.SetPathNode(this);
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}
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}
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}
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11
Assets/Scripts/GameElements/Track/PathNode.cs.meta
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11
Assets/Scripts/GameElements/Track/PathNode.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 09efd164733b64d539127e1d09f6ef5a
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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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@@ -40,8 +40,7 @@ namespace Ichni.RhythmGame
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public override void AfterInitialize()
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{
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trackPathSubmodule.path.RebuildImmediate();
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//Refresh();
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}
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private void Update()
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8
Assets/Scripts/GameElements/Track/TrackPoints.meta
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8
Assets/Scripts/GameElements/Track/TrackPoints.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 50c407d9db7cf4ed096db0106bdc3c0c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,41 @@
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class TrackHeadPoint : BaseElement
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{
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public Track track;
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public TrackTimeSubmoduleMovable trackTimeSubmoduleMovable;
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public SplinePositioner trackPositioner;
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public static TrackHeadPoint GenerateElement(string elementName, Track track)
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{
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TrackHeadPoint head = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
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head.NewInitialize(elementName, track);
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head.SetParent(track);
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return head;
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}
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private void NewInitialize(string elementName, Track track)
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{
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base.NewInitialize(elementName);
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this.track = track;
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this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
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this.trackPositioner.spline = track.trackPathSubmodule.path;
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this.trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
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}
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public void Update()
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{
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if (track.timeDurationSubmodule.CheckTimeInDuration(EditorManager.instance.songModule.songTime))
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{
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trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
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}
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}
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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: d5925af6db50645cdaf05d9fbb53f751
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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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@@ -0,0 +1,50 @@
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using System.Collections;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Lean.Pool;
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using UniRx;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 在轨道上根据百分比进行运动的点
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/// </summary>
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public class TrackPercentPoint : BaseElement
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{
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public Track track;
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public SplinePositioner trackPositioner;
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public FlexibleFloat trackPercent;
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public static TrackPercentPoint GenerateElement(string elementName, Track track, FlexibleFloat trackPercent)
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{
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TrackPercentPoint point = LeanPool.Spawn(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackPercentPoint>();
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point.NewInitialize(elementName, track, trackPercent);
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point.SetParent(track);
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return point;
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}
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private void NewInitialize(string elementName, Track track, FlexibleFloat trackPercent)
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{
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base.NewInitialize(elementName);
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this.track = track;
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this.trackPositioner = gameObject.AddComponent<SplinePositioner>();
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this.trackPositioner.spline = track.trackPathSubmodule.path;
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this.trackPercent = trackPercent;
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}
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public void Update()
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{
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if (trackPercent.animations.Count > 0)
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{
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trackPercent.UpdateFlexibleFloat(EditorManager.instance.songModule.songTime);
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if (trackPercent.returnType == FlexibleReturnType.MiddleExecuting)
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{
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trackPositioner.SetPercent(trackPercent.value);
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}
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}
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}
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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: 6150424209395469db7104ccaa18bffd
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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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@@ -11,25 +11,29 @@ namespace Ichni.RhythmGame
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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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}
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public class TrackRendererSubmoduleAutoOrient : TrackRendererSubmodule
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{
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public SplineRenderer splineRenderer;
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public void NewInitialize(Track track)
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public void NewInitialize(Track track, Material material = null)
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{
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this.track = track;
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this.track.trackRendererSubmodule = this;
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this.splineRenderer = track.AddComponent<SplineRenderer>();
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this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
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this.meshGenerator = splineRenderer;
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this.renderMaterial = material == null ? EditorManager.instance.basePrefabs.defaultTrackMaterial : material;
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this.splineRenderer.spline = track.trackPathSubmodule.path;
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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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public override void InitialRefresh()
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{
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if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable)
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@@ -37,9 +37,7 @@ namespace Ichni.RhythmGame
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headPercent = GetTrackPercent(songTime);
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tailPercent = GetTrackPercent(songTime - visibleTrackTimeLength);
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Debug.Log("Head: " + headPercent + " Tail: " + tailPercent);
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if (track.trackRendererSubmodule != null)
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{
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track.trackRendererSubmodule.meshGenerator.clipFrom = tailPercent;
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