基础内容11 - SAVE LOAD EXPORT
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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 abstract partial class NoteBase : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule, IHaveEffectSubmodule
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public abstract partial class NoteBase : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule
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{
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[Title("Basic Info")]
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public float exactJudgeTime;
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@@ -23,7 +23,6 @@ namespace Ichni.RhythmGame
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[Title("Submodules")]
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public TransformSubmodule transformSubmodule { get; set; }
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public TimeDurationSubmodule timeDurationSubmodule { get; set; }
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public EffectSubmodule effectSubmodule { get; set; }
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public NoteJudgeSubmodule noteJudgeSubmodule { get; set; }
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[Title("In-Game Info")]
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@@ -59,12 +58,10 @@ namespace Ichni.RhythmGame
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{
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transformSubmodule = new TransformSubmodule(this);
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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effectSubmodule = new EffectSubmodule(this, EffectSubmodule.EffectSubmodulePreset.Note);
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noteJudgeSubmodule = new NoteJudgeSubmodule(this);
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submoduleList.Add(transformSubmodule);
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submoduleList.Add(timeDurationSubmodule);
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submoduleList.Add(effectSubmodule);
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submoduleList.Add(noteJudgeSubmodule);
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}
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@@ -93,24 +90,27 @@ namespace Ichni.RhythmGame
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isJudged = true;
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}
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}
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effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect());
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effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect());
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switch (EditorManager.instance.currentJudgeType)
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if (noteVisual != null)
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{
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case NoteJudgeType.Perfect:
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effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Good:
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effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Bad:
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effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Miss:
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effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect());
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break;
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noteVisual.effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect());
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noteVisual.effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect());
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switch (EditorManager.instance.currentJudgeType)
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{
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case NoteJudgeType.Perfect:
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noteVisual.effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Good:
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noteVisual.effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Bad:
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noteVisual.effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect());
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break;
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case NoteJudgeType.Miss:
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noteVisual.effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect());
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break;
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}
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}
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}
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