基础内容-8
添加BM存档类
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@@ -10,7 +10,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Displacement : AnimationBase
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public partial class Displacement : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat positionX, positionY, positionZ;
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@@ -84,4 +84,47 @@ namespace Ichni.RhythmGame
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// }
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}
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}
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public partial class Displacement
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Displacement_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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positionX.ConvertToBM(), positionY.ConvertToBM(), positionZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Displacement_BM : BaseElement_BM
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{
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public FlexibleFloat_BM positionX, positionY, positionZ;
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public Displacement_BM()
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{
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}
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public Displacement_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM positionX, FlexibleFloat_BM positionY, FlexibleFloat_BM positionZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.positionX = positionX;
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this.positionY = positionY;
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this.positionZ = positionZ;
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}
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public override void ExecuteBM()
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{
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Displacement.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return Displacement.GenerateElement(elementName, elementGuid, tags, parent,
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positionX.ConvertToGameType(), positionY.ConvertToGameType(), positionZ.ConvertToGameType());
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}
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}
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}
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}
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@@ -10,7 +10,7 @@ namespace Ichni.RhythmGame
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/// <summary>
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/// 将物体的z轴指向目标物体,注意,LookAt的启用期间,物体的旋转将被锁定
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/// </summary>
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public class LookAt : AnimationBase
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public partial class LookAt : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public BaseElement lookAtObject;
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@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame
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LookAt look = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<LookAt>();
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look.Initialize(elementName, id, tags);
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look.targetObject = targetObject;
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look.lookAtObject = lookAtTarget;
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look.enabling = enabling;
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@@ -37,7 +37,7 @@ namespace Ichni.RhythmGame
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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look.SetParent(targetObject);
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look.timeDurationSubmodule.SetDuration(-999f, 999f); //TODO: 换为(-delay, songLength)
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@@ -71,5 +71,44 @@ namespace Ichni.RhythmGame
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targetTransformSubmodule.eulerAnglesOffsetLock = false;
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}
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}
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public override void SaveBM()
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{
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matchedBM = new Beatmap.LookAt_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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enabling.ConvertToBM(), lookAtObject.elementGuid);
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}
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}
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namespace Beatmap
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{
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public class LookAt_BM : BaseElement_BM
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{
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public FlexibleBool_BM enabling;
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public Guid lookAtObjectGuid;
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public LookAt_BM()
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{
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}
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public LookAt_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleBool_BM enabling, Guid lookAtObjectGuid) : base(elementName,
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elementGuid, tags, attachedElement)
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{
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this.enabling = enabling;
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this.lookAtObjectGuid = lookAtObjectGuid;
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}
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public override void ExecuteBM()
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{
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matchedElement = LookAt.GenerateElement(elementName, elementGuid, tags,
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GetElement(attachedElementGuid), GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return LookAt.GenerateElement(elementName, elementGuid, tags, parent,
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GetElement(lookAtObjectGuid), enabling.ConvertToGameType());
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}
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}
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}
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}
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@@ -5,26 +5,26 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Scale : AnimationBase
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public partial class Scale : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat scaleX, scaleY, scaleZ;
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public static Scale GenerateElement(string elementName, Guid id,
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public static Scale GenerateElement(string elementName, Guid id,
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List<string> tags, BaseElement targetObject,
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FlexibleFloat scaleX, FlexibleFloat scaleY, FlexibleFloat scaleZ)
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{
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Scale scale = Instantiate(EditorManager.instance.basePrefabs.emptyObject).AddComponent<Scale>();
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scale.Initialize(elementName, id, tags);
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scale.targetObject = targetObject;
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scale.scaleX = scaleX;
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scale.scaleY = scaleY;
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scale.scaleZ = scaleZ;
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scale.animationReturnType = FlexibleReturnType.Before;
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if (targetObject.transformSubmodule != null)
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{
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scale.targetTransformSubmodule = targetObject.transformSubmodule;
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@@ -33,13 +33,13 @@ namespace Ichni.RhythmGame
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{
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throw new System.Exception("Target object does not have a TransformSubmodule");
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}
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scale.SetParent(targetObject);
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scale.timeDurationSubmodule.SetDuration(scaleX, scaleY, scaleZ);
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return scale;
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}
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protected override void UpdateAnimation(float songTime)
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{
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scaleX.UpdateFlexibleFloat(songTime);
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@@ -54,11 +54,55 @@ namespace Ichni.RhythmGame
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset.Add(currentScale);
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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}
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else
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{
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animationReturnType = FlexibleReturnType.MiddleInterval;
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}
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}
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}
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public partial class Scale
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Scale_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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scaleX.ConvertToBM(), scaleY.ConvertToBM(), scaleZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Scale_BM : BaseElement_BM
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{
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public FlexibleFloat_BM scaleX, scaleY, scaleZ;
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public Scale_BM()
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{
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}
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public Scale_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM scaleX, FlexibleFloat_BM scaleY,
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FlexibleFloat_BM scaleZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.scaleX = scaleX;
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this.scaleY = scaleY;
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this.scaleZ = scaleZ;
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}
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public override void ExecuteBM()
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{
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Scale.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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scaleX.ConvertToGameType(), scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return Scale.GenerateElement(elementName, elementGuid, tags, parent, scaleX.ConvertToGameType(),
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scaleY.ConvertToGameType(), scaleZ.ConvertToGameType());
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}
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}
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}
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}
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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Swirl : AnimationBase
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public partial class Swirl : AnimationBase
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{
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public TransformSubmodule targetTransformSubmodule;
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public FlexibleFloat eulerAngleX, eulerAngleY, eulerAngleZ;
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@@ -63,4 +63,46 @@ namespace Ichni.RhythmGame
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}
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}
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}
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public partial class Swirl
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Swirl_BM(elementName, elementGuid, tags, parentElement.matchedBM,
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eulerAngleX.ConvertToBM(), eulerAngleY.ConvertToBM(), eulerAngleZ.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public class Swirl_BM : BaseElement_BM
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{
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public FlexibleFloat_BM eulerAngleX, eulerAngleY, eulerAngleZ;
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public Swirl_BM()
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{
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}
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public Swirl_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM eulerAngleX, FlexibleFloat_BM eulerAngleY, FlexibleFloat_BM eulerAngleZ)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.eulerAngleX = eulerAngleX;
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this.eulerAngleY = eulerAngleY;
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this.eulerAngleZ = eulerAngleZ;
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}
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public override void ExecuteBM()
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{
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Swirl.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return Swirl.GenerateElement(elementName, elementGuid, tags, parent,
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eulerAngleX.ConvertToGameType(), eulerAngleY.ConvertToGameType(), eulerAngleZ.ConvertToGameType());
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}
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}
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}
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}
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