基础内容-8
添加BM存档类
This commit is contained in:
@@ -12,29 +12,31 @@ namespace Ichni.RhythmGame
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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 => track.trackPathSubmodule.pathNodeList.IndexOf(this);
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public SplinePoint node;
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public static PathNode GenerateElement(string elementName, Guid id, List<string> tags,
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public static PathNode GenerateElement(string elementName, Guid id, List<string> tags,
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Track track, Vector3 nodePosition, Vector3 nodeNormal, float nodeSize, Color nodeColor)
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{
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PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform).GetComponent<PathNode>();
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PathNode pathNode = Instantiate(EditorManager.instance.basePrefabs.pathNode, track.transform)
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.GetComponent<PathNode>();
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pathNode.Initialize(elementName, id, tags);
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pathNode.track = track;
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//pathNode.index = index;
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pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition, Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
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pathNode.transformSubmodule = new TransformSubmodule(pathNode, nodePosition,
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Quaternion.LookRotation(nodeNormal, Vector3.up).eulerAngles, Vector3.one * nodeSize);
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pathNode.timeDurationSubmodule = new TimeDurationSubmodule(pathNode);
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pathNode.colorSubmodule = new ColorSubmodule(pathNode, 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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@@ -47,7 +49,7 @@ namespace Ichni.RhythmGame
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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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@@ -61,4 +63,53 @@ namespace Ichni.RhythmGame
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track.trackPathSubmodule.SetPathNode(this);
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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 SaveBM()
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{
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matchedBM = new Beatmap.PathNode_BM(elementName, elementGuid, tags, parentElement.matchedBM, index,
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node.position, node.normal, node.size, node.color);
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}
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}
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namespace Beatmap
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{
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public class PathNode_BM : BaseElement_BM
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{
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public int index;
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public Vector3 position;
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public Vector3 normal;
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public float size;
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public Color color;
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public PathNode_BM()
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{
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}
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public PathNode_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
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int index, Vector3 position, Vector3 normal, float size, Color color)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.index = index;
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this.position = position;
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this.normal = normal;
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this.size = size;
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this.color = color;
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}
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public override void ExecuteBM()
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{
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matchedElement = PathNode.GenerateElement(elementName, elementGuid, tags,
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GetElement(attachedElementGuid) as Track, position, normal, size, color);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return PathNode.GenerateElement(elementName, elementGuid, tags, parent as Track,
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position, normal, size, color);
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}
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}
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}
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}
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@@ -7,7 +7,7 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class CrossTrackPoint : BaseElement
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public partial class CrossTrackPoint : BaseElement
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{
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public ElementFolder trackListFolder;
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public Track nowAttachedTrack;
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@@ -56,4 +56,45 @@ namespace Ichni.RhythmGame
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trackPositioner.SetPercent(trackPercent.value);
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}
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}
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public partial class CrossTrackPoint
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.CrossTrackPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackSwitch, trackPercent);
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}
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}
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namespace Beatmap
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{
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public class CrossTrackPoint_BM : BaseElement_BM
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{
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public FlexibleInt trackSwitch;
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public FlexibleFloat trackPercent;
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public CrossTrackPoint_BM()
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{
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}
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public CrossTrackPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleInt trackSwitch, FlexibleFloat trackPercent)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.trackSwitch = trackSwitch;
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this.trackPercent = trackPercent;
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}
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public override void ExecuteBM()
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{
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CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as ElementFolder,
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trackSwitch, trackPercent);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return CrossTrackPoint.GenerateElement(elementName, elementGuid, tags, parent as ElementFolder,
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trackSwitch, trackPercent);
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}
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}
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}
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}
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@@ -7,16 +7,17 @@ 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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public partial 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, Guid id, List<string> tags, Track track)
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{
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TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform).AddComponent<TrackHeadPoint>();
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TrackHeadPoint head = Instantiate(EditorManager.instance.basePrefabs.emptyObject, track.transform)
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.AddComponent<TrackHeadPoint>();
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head.Initialize(elementName, id, tags);
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head.track = track;
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head.trackPositioner = head.gameObject.AddComponent<SplinePositioner>();
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@@ -34,4 +35,40 @@ namespace Ichni.RhythmGame
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}
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}
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}
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public partial class TrackHeadPoint
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.TrackHeadPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM);
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}
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}
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namespace Beatmap
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{
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public class TrackHeadPoint_BM : BaseElement_BM
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{
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public TrackHeadPoint_BM()
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{
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}
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public TrackHeadPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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}
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public override void ExecuteBM()
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{
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TrackHeadPoint.GenerateElement(elementName, elementGuid, tags,
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GetElement(attachedElementGuid) as Track);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return TrackHeadPoint.GenerateElement(elementName, elementGuid, tags, parent as Track);
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}
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}
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}
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}
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@@ -12,7 +12,7 @@ namespace Ichni.RhythmGame
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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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public partial 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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@@ -56,4 +56,41 @@ namespace Ichni.RhythmGame
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}
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}
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}
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public partial class TrackPercentPoint
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.TrackPercentPoint_BM(elementName, elementGuid, tags, parentElement.matchedBM, trackPercent.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 TrackPercentPoint_BM : BaseElement_BM
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{
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public FlexibleFloat_BM trackPercent;
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public TrackPercentPoint_BM()
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{
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}
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public TrackPercentPoint_BM(string elementName, Guid elementGuid, List<string> tags,
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BaseElement_BM attachedElement, FlexibleFloat_BM trackPercent)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.trackPercent = trackPercent;
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}
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public override void ExecuteBM()
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{
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TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid) as Track, trackPercent.ConvertToGameType());
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return TrackPercentPoint.GenerateElement(elementName, elementGuid, tags, parent as Track, trackPercent.ConvertToGameType());
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}
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}
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}
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}
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@@ -5,13 +5,13 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Trail : BaseElement
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public partial class Trail : BaseElement
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{
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public TrailRenderer trailRenderer;
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public Material renderMaterial;
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public float visibleTimeLength;
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public static Trail GenerateElement(string name, Guid id, List<string> tags,
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BaseElement parentElement, float visibleTimeLength, Material material = null)
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{
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@@ -19,14 +19,57 @@ namespace Ichni.RhythmGame
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trail.trailRenderer = trail.GetComponent<TrailRenderer>();
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trail.Initialize(name, id, tags);
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trail.renderMaterial = material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
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trail.renderMaterial =
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material == null ? EditorManager.instance.basePrefabs.defaultTrailMaterial : material;
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trail.trailRenderer.material = trail.renderMaterial;
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trail.visibleTimeLength = visibleTimeLength;
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trail.SetParent(parentElement);
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trail.transformSubmodule = new TransformSubmodule(trail);
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return trail;
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}
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}
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public partial class Trail
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{
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public override void SaveBM()
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{
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matchedBM = new Beatmap.Trail_BM(elementName, elementGuid, tags, parentElement.matchedBM, visibleTimeLength,
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renderMaterial);
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}
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}
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namespace Beatmap
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{
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public class Trail_BM : BaseElement_BM
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{
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public float visibleTimeLength;
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public Material renderMaterial;
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public Trail_BM()
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{
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}
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public Trail_BM(string elementName, Guid elementGuid, List<string> tags, BaseElement_BM attachedElement,
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float visibleTimeLength, Material renderMaterial)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.visibleTimeLength = visibleTimeLength;
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this.renderMaterial = renderMaterial;
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}
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public override void ExecuteBM()
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{
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matchedElement = Trail.GenerateElement(elementName, elementGuid, tags, GetElement(attachedElementGuid),
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visibleTimeLength, renderMaterial);
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}
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public override BaseElement DuplicateBM(BaseElement parent)
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{
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return Trail.GenerateElement(elementName, elementGuid, tags, parent, visibleTimeLength, renderMaterial);
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}
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}
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}
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}
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