using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Ichni.RhythmGame { public abstract class NoteBadEffect : NoteEffectBase { public override EffectState CheckEffectState() { float songTime = EditorManager.instance.songInformation.songTime; if (songTime < note.exactJudgeTime ) { return EffectState.Before; } if (songTime >= note.exactJudgeTime && songTime <= note.exactJudgeTime + effectTime) { return EffectState.Middle; } if (songTime > note.exactJudgeTime + effectTime) { return EffectState.After; } return EffectState.Error; } } namespace Beatmap { public abstract class NoteBadEffect_BM : NoteEffectBase_BM { public NoteBadEffect_BM() { } public NoteBadEffect_BM(float effectTime, Guid attachedNoteID) : base(effectTime, attachedNoteID) { } } } }