同步
This commit is contained in:
@@ -4,23 +4,23 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class BloomEffect_BM : EffectBase_BM
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{
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public float duration;
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public float peak;
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public AnimationCurve intensityCurve;
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public BloomEffect_BM() { }
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public BloomEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
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public BloomEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.peak = peak;
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this.intensityCurve = intensityCurve;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new BloomEffect(duration, peak, intensityCurve);
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return new BloomEffect(effectTime, peak, intensityCurve);
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}
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}
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}
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@@ -4,21 +4,21 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class CameraOffsetEffect_BM : EffectBase_BM
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{
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public float duration;
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public Vector3 offsetValue;
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public Vector3 offsetValue;
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public AnimationCurve offsetCurve;
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public CameraOffsetEffect_BM(float duration, Vector3 offsetValue, AnimationCurve offsetCurve)
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public CameraOffsetEffect_BM(float effectTime, Vector3 offsetValue, AnimationCurve offsetCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.offsetValue = offsetValue;
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this.offsetCurve = offsetCurve;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new CameraOffsetEffect(duration, offsetValue, offsetCurve);
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return new CameraOffsetEffect(effectTime, offsetValue, offsetCurve);
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}
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}
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}
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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class CameraShakeEffect_BM : EffectBase_BM
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{
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public float duration;
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public float frequency;
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public float amplitudeX;
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public float amplitudeY;
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@@ -12,10 +11,9 @@ namespace Ichni.RhythmGame.Beatmap
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public CameraShakeEffect_BM() { }
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public CameraShakeEffect_BM(float duration, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
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public CameraShakeEffect_BM(float effectTime, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.frequency = frequency;
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this.amplitudeX = amplitudeX;
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this.amplitudeY = amplitudeY;
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@@ -24,7 +22,8 @@ namespace Ichni.RhythmGame.Beatmap
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new CameraShakeEffect(duration, frequency, amplitudeX, amplitudeY, amplitudeZ);
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return new CameraShakeEffect(effectTime, frequency, amplitudeX, amplitudeY, amplitudeZ);
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}
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}
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}
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@@ -4,14 +4,12 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class CameraTiltEffect_BM : EffectBase_BM
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{
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public float duration;
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public Vector3 tiltValue;
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public Vector3 tiltValue;
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public AnimationCurve tiltCurve;
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public CameraTiltEffect_BM(float duration, Vector3 tiltValue, AnimationCurve tiltCurve)
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public CameraTiltEffect_BM(float effectTime, Vector3 tiltValue, AnimationCurve tiltCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.tiltValue = tiltValue;
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this.tiltCurve = tiltCurve;
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@@ -19,7 +17,9 @@ namespace Ichni.RhythmGame.Beatmap
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new CameraTiltEffect(duration, tiltValue, tiltCurve);
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return new CameraTiltEffect(effectTime, tiltValue, tiltCurve);
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}
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}
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}
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@@ -4,23 +4,22 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class CameraZoomEffect_BM : EffectBase_BM
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{
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public float duration;
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public float relativeZoom;
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public AnimationCurve zoomCurve;
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public CameraZoomEffect_BM() { }
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public CameraZoomEffect_BM(float duration, float relativeZoom, AnimationCurve zoomCurve)
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public CameraZoomEffect_BM(float effectTime, float relativeZoom, AnimationCurve zoomCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.relativeZoom = relativeZoom;
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this.zoomCurve = zoomCurve;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new CameraZoomEffect(duration, relativeZoom, zoomCurve);
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return new CameraZoomEffect(effectTime, relativeZoom, zoomCurve);
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}
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}
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}
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@@ -4,23 +4,23 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class ChromaticAberrationEffect_BM : EffectBase_BM
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{
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public float duration;
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public float peak;
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public AnimationCurve intensityCurve;
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public ChromaticAberrationEffect_BM() { }
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public ChromaticAberrationEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
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public ChromaticAberrationEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.peak = peak;
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this.intensityCurve = intensityCurve;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new ChromaticAberrationEffect(duration, peak, intensityCurve);
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return new ChromaticAberrationEffect(effectTime, peak, intensityCurve);
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}
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}
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}
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@@ -32,3 +32,4 @@ namespace Ichni.RhythmGame.Beatmap
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}
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}
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}
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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class HighPassFilterEffect_BM: EffectBase_BM
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{
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public float duration;
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public float peak;
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public AnimationCurve intensityCurve;
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@@ -13,17 +12,19 @@ namespace Ichni.RhythmGame.Beatmap
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}
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public HighPassFilterEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
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public HighPassFilterEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
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{
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this.effectTime = 0;
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this.duration = duration;
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this.effectTime = effectTime;
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this.peak = peak;
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this.intensityCurve = intensityCurve;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new HighPassFilterEffect(duration, peak, intensityCurve);
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return new HighPassFilterEffect(effectTime, peak, intensityCurve);
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}
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}
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}
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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class LowPassFilterEffect_BM: EffectBase_BM
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{
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public float duration;
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public float bottom;
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public AnimationCurve intensityCurve;
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@@ -13,17 +12,19 @@ namespace Ichni.RhythmGame.Beatmap
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}
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public LowPassFilterEffect_BM(float duration, float bottom, AnimationCurve intensityCurve)
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public LowPassFilterEffect_BM(float effectTime, float bottom, AnimationCurve intensityCurve)
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{
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this.effectTime = 0;
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this.duration = duration;
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this.effectTime = effectTime;
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this.bottom = bottom;
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this.intensityCurve = intensityCurve;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new LowPassFilterEffect(duration, bottom, intensityCurve);
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return new LowPassFilterEffect(effectTime, bottom, intensityCurve);
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}
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}
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}
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@@ -4,17 +4,15 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class PixelateEffect_BM : EffectBase_BM
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{
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public float duration;
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public float bottomX;
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public float bottomY;
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public AnimationCurve intensityCurve;
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public PixelateEffect_BM() { }
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public PixelateEffect_BM(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
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public PixelateEffect_BM(float effectTime, float bottomX, float bottomY, AnimationCurve intensityCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.bottomX = bottomX;
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this.bottomY = bottomY;
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this.intensityCurve = intensityCurve;
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@@ -22,10 +20,12 @@ namespace Ichni.RhythmGame.Beatmap
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new PixelateEffect(duration, bottomX, bottomY, intensityCurve)
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return new PixelateEffect(effectTime, bottomX, bottomY, intensityCurve)
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{
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attachedGameElement = attachedGameElement
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};
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}
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}
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}
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@@ -4,8 +4,7 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class RadialBlurEffect_BM : EffectBase_BM
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{
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public float duration;
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public int sampleLevel;
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public int sampleLevel;
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public float position;
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public float fadeRange;
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public float peakIntensity;
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@@ -13,10 +12,9 @@ namespace Ichni.RhythmGame.Beatmap
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public RadialBlurEffect_BM() { }
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public RadialBlurEffect_BM(float duration, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
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public RadialBlurEffect_BM(float effectTime, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.sampleLevel = sampleLevel;
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this.position = position;
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this.fadeRange = fadeRange;
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@@ -26,10 +24,12 @@ namespace Ichni.RhythmGame.Beatmap
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new RadialBlurEffect(duration, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)
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return new RadialBlurEffect(effectTime, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)
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{
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attachedGameElement = attachedGameElement
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};
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}
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}
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}
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@@ -29,3 +29,4 @@ namespace Ichni.RhythmGame.Beatmap
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}
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}
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}
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@@ -0,0 +1,59 @@
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using UnityEngine;
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namespace Ichni.RhythmGame.Beatmap
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{
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public class SpeedLinesEffect_BM : EffectBase_BM
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{
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// --- 时间控制 ---
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public AnimationCurve intensityCurve;
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// --- Lines 设置 ---
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public Color color = new Color(1f, 1f, 1f, 0.5f);
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public float peakRemap = 0f;
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public float speedLinesTiling = 200f;
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public float speedLinesRadialScale = 0.1f;
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public float speedLinesPower = 0f;
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public float speedLinesAnimation = 3f;
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// --- Radial Mask 设置 ---
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public float maskScale = 1f;
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public float maskHardness = 0f;
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public float maskPower = 5f;
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public SpeedLinesEffect_BM() { }
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public SpeedLinesEffect_BM(float effectTime, AnimationCurve intensityCurve,
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Color color, float peakRemap = 0f,
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float speedLinesTiling = 200f, float speedLinesRadialScale = 0.1f,
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float speedLinesPower = 0f, float speedLinesAnimation = 3f,
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float maskScale = 1f, float maskHardness = 0f, float maskPower = 5f)
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{
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this.effectTime = effectTime;
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this.effectTime = effectTime;
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this.intensityCurve = intensityCurve;
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this.color = color;
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this.peakRemap = peakRemap;
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this.speedLinesTiling = speedLinesTiling;
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this.speedLinesRadialScale = speedLinesRadialScale;
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this.speedLinesPower = speedLinesPower;
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this.speedLinesAnimation = speedLinesAnimation;
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this.maskScale = maskScale;
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this.maskHardness = maskHardness;
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this.maskPower = maskPower;
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new SpeedLinesEffect(
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effectTime, intensityCurve,
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color, peakRemap,
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speedLinesTiling, speedLinesRadialScale, speedLinesPower, speedLinesAnimation,
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maskScale, maskHardness, maskPower)
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{
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attachedGameElement = attachedGameElement,
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};
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9720142ce2698b144bd153dc4603f3f9
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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
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{
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public class VignetteEffect_BM : EffectBase_BM
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{
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public float duration;
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public float peak;
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public float smoothness;
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public Color color;
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@@ -12,10 +11,9 @@ namespace Ichni.RhythmGame.Beatmap
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public VignetteEffect_BM() { }
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public VignetteEffect_BM(float duration, float peak, float smoothness, Color color, AnimationCurve intensityCurve)
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public VignetteEffect_BM(float effectTime, float peak, float smoothness, Color color, AnimationCurve intensityCurve)
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{
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this.effectTime = duration;
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this.duration = duration;
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this.effectTime = effectTime;
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this.peak = peak;
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this.smoothness = smoothness;
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this.color = color;
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@@ -24,7 +22,9 @@ namespace Ichni.RhythmGame.Beatmap
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new VignetteEffect(duration, peak, smoothness, color, intensityCurve);
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return new VignetteEffect(effectTime, peak, smoothness, color, intensityCurve);
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}
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}
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}
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