Files
ichni_Creator_Studio/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNotePerfectBurst.cs
2025-03-09 23:31:32 -04:00

65 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public class DTMNotePerfectBurst : NotePerfectEffect
{
private ParticleSystem effectParticle;
public DTMNotePerfectBurst(NoteVisualBase noteVisual)
{
this.note = noteVisual.note;
this.noteVisual = noteVisual;
this.effectParticle = noteVisual.effectPartList[0].GetComponent<ParticleSystem>();
this.effectTime = 0f;
}
public override void Recover()
{
effectParticle.Stop();
noteVisual.noteMain.SetActive(true);
}
public override void Adjust()
{
effectParticle.Play();
noteVisual.noteMain.SetActive(false);
}
public override EffectBase_BM ConvertToBM()
{
return new DTMNotePerfectBurst_BM(effectTime);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("DTM Note Perfect Burst");
}
}
namespace Beatmap
{
public class DTMNotePerfectBurst_BM : NotePerfectEffect_BM
{
public DTMNotePerfectBurst_BM()
{
}
public DTMNotePerfectBurst_BM(float effectTime) : base(effectTime)
{
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new DTMNotePerfectBurst(attachedGameElement as NoteVisualBase);
}
}
}
}