目前添加了一个能够深度查找和设置反射的helper,但是Tag的系统仍然不完全,另外我觉得console可以重构了 Signed-off-by: TRAfoer <lhf190@outlook.com>
123 lines
4.0 KiB
C#
123 lines
4.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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{
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public class DTMNoteHoldingBreath : NoteHoldingEffect
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{
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private ParticleSystem breathParticle;
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public DTMNoteHoldingBreath(DTMNoteVisualHold noteVisual)
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{
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this.note = noteVisual.note;
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this.noteVisual = noteVisual;
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this.effectTime = GetHoldingTime();
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}
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public override void Recover()
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{
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if (breathParticle != null)
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LeanPool.Despawn(breathParticle.gameObject);
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}
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public override void UpdateEffect(float triggerTime)
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{
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EffectState state = CheckEffectState(triggerTime);
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float songTime = EditorManager.instance.songInformation.songTime;
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if (state == EffectState.Before)
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{
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Recover();
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if (nowEffectState != EffectState.Before)
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{
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nowEffectState = EffectState.Before;
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effectProgressPercent = 0;
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}
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}
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else if (state == EffectState.Middle)
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{
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if (nowEffectState == EffectState.Before || nowEffectState == EffectState.After)
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{
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PreExecute();
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}
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nowEffectState = EffectState.Middle;
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effectProgressPercent = (songTime - triggerTime) / effectTime;
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Execute();
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}
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else if (state == EffectState.After && nowEffectState != EffectState.After)
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{
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if (nowEffectState != EffectState.Middle)
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PreExecute();
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nowEffectState = EffectState.After;
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effectProgressPercent = 1;
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Adjust();
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}
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}
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public override void PreExecute()
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{
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GameObject effectPrefab = null;
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switch (EditorManager.instance.currentJudgeType)
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{
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case NoteBase.NoteJudgeType.Perfect:
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effectPrefab = noteVisual.effectPrefabList[3];
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break;
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case NoteBase.NoteJudgeType.Good:
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effectPrefab = noteVisual.effectPrefabList[4];
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break;
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case NoteBase.NoteJudgeType.Bad:
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effectPrefab = noteVisual.effectPrefabList[5];
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break;
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default:
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return;
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}
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if (breathParticle != null)
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LeanPool.Despawn(breathParticle.gameObject);
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breathParticle = LeanPool.Spawn(effectPrefab, noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
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breathParticle.Play();
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}
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public override void Adjust()
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{
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if (breathParticle != null)
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breathParticle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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}
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public override EffectBase_BM ConvertToBM()
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{
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return new Beatmap.DTMNoteHoldingBreath_BM(effectTime);
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}
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public override void SetUpInspector()
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Basic Note Holding Expand");
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var subcontainer = container.GenerateSubcontainer(3);
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}
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}
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namespace Beatmap
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{
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public class DTMNoteHoldingBreath_BM : NoteHoldingEffect_BM
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{
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public DTMNoteHoldingBreath_BM()
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{
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}
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public DTMNoteHoldingBreath_BM(float effectTime) : base(effectTime)
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{
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new DTMNoteHoldingBreath(attachedGameElement as DTMNoteVisualHold);
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}
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}
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}
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} |