This commit is contained in:
SoulliesOfficial
2026-03-31 07:51:40 -04:00
parent e7d717aad5
commit 25b6da25ae
2054 changed files with 6065 additions and 32945 deletions

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@@ -4,23 +4,23 @@ namespace Ichni.RhythmGame.Beatmap
{
public class BloomEffect_BM : EffectBase_BM
{
public float duration;
public float peak;
public AnimationCurve intensityCurve;
public BloomEffect_BM() { }
public BloomEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
public BloomEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new BloomEffect(duration, peak, intensityCurve);
return new BloomEffect(effectTime, peak, intensityCurve);
}
}
}

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@@ -4,21 +4,21 @@ namespace Ichni.RhythmGame.Beatmap
{
public class CameraOffsetEffect_BM : EffectBase_BM
{
public float duration;
public Vector3 offsetValue;
public Vector3 offsetValue;
public AnimationCurve offsetCurve;
public CameraOffsetEffect_BM(float duration, Vector3 offsetValue, AnimationCurve offsetCurve)
public CameraOffsetEffect_BM(float effectTime, Vector3 offsetValue, AnimationCurve offsetCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.offsetValue = offsetValue;
this.offsetCurve = offsetCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraOffsetEffect(duration, offsetValue, offsetCurve);
return new CameraOffsetEffect(effectTime, offsetValue, offsetCurve);
}
}
}

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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
{
public class CameraShakeEffect_BM : EffectBase_BM
{
public float duration;
public float frequency;
public float amplitudeX;
public float amplitudeY;
@@ -12,10 +11,9 @@ namespace Ichni.RhythmGame.Beatmap
public CameraShakeEffect_BM() { }
public CameraShakeEffect_BM(float duration, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
public CameraShakeEffect_BM(float effectTime, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.frequency = frequency;
this.amplitudeX = amplitudeX;
this.amplitudeY = amplitudeY;
@@ -24,7 +22,8 @@ namespace Ichni.RhythmGame.Beatmap
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraShakeEffect(duration, frequency, amplitudeX, amplitudeY, amplitudeZ);
return new CameraShakeEffect(effectTime, frequency, amplitudeX, amplitudeY, amplitudeZ);
}
}
}

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@@ -4,14 +4,12 @@ namespace Ichni.RhythmGame.Beatmap
{
public class CameraTiltEffect_BM : EffectBase_BM
{
public float duration;
public Vector3 tiltValue;
public Vector3 tiltValue;
public AnimationCurve tiltCurve;
public CameraTiltEffect_BM(float duration, Vector3 tiltValue, AnimationCurve tiltCurve)
public CameraTiltEffect_BM(float effectTime, Vector3 tiltValue, AnimationCurve tiltCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.tiltValue = tiltValue;
this.tiltCurve = tiltCurve;
@@ -19,7 +17,9 @@ namespace Ichni.RhythmGame.Beatmap
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraTiltEffect(duration, tiltValue, tiltCurve);
return new CameraTiltEffect(effectTime, tiltValue, tiltCurve);
}
}
}

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@@ -4,23 +4,22 @@ namespace Ichni.RhythmGame.Beatmap
{
public class CameraZoomEffect_BM : EffectBase_BM
{
public float duration;
public float relativeZoom;
public AnimationCurve zoomCurve;
public CameraZoomEffect_BM() { }
public CameraZoomEffect_BM(float duration, float relativeZoom, AnimationCurve zoomCurve)
public CameraZoomEffect_BM(float effectTime, float relativeZoom, AnimationCurve zoomCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.relativeZoom = relativeZoom;
this.zoomCurve = zoomCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraZoomEffect(duration, relativeZoom, zoomCurve);
return new CameraZoomEffect(effectTime, relativeZoom, zoomCurve);
}
}
}

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@@ -4,23 +4,23 @@ namespace Ichni.RhythmGame.Beatmap
{
public class ChromaticAberrationEffect_BM : EffectBase_BM
{
public float duration;
public float peak;
public AnimationCurve intensityCurve;
public ChromaticAberrationEffect_BM() { }
public ChromaticAberrationEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
public ChromaticAberrationEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new ChromaticAberrationEffect(duration, peak, intensityCurve);
return new ChromaticAberrationEffect(effectTime, peak, intensityCurve);
}
}
}

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@@ -32,3 +32,4 @@ namespace Ichni.RhythmGame.Beatmap
}
}
}

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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
{
public class HighPassFilterEffect_BM: EffectBase_BM
{
public float duration;
public float peak;
public AnimationCurve intensityCurve;
@@ -13,17 +12,19 @@ namespace Ichni.RhythmGame.Beatmap
}
public HighPassFilterEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
public HighPassFilterEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.effectTime = effectTime;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new HighPassFilterEffect(duration, peak, intensityCurve);
return new HighPassFilterEffect(effectTime, peak, intensityCurve);
}
}
}

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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
{
public class LowPassFilterEffect_BM: EffectBase_BM
{
public float duration;
public float bottom;
public AnimationCurve intensityCurve;
@@ -13,17 +12,19 @@ namespace Ichni.RhythmGame.Beatmap
}
public LowPassFilterEffect_BM(float duration, float bottom, AnimationCurve intensityCurve)
public LowPassFilterEffect_BM(float effectTime, float bottom, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.effectTime = effectTime;
this.bottom = bottom;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new LowPassFilterEffect(duration, bottom, intensityCurve);
return new LowPassFilterEffect(effectTime, bottom, intensityCurve);
}
}
}

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@@ -4,17 +4,15 @@ namespace Ichni.RhythmGame.Beatmap
{
public class PixelateEffect_BM : EffectBase_BM
{
public float duration;
public float bottomX;
public float bottomY;
public AnimationCurve intensityCurve;
public PixelateEffect_BM() { }
public PixelateEffect_BM(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
public PixelateEffect_BM(float effectTime, float bottomX, float bottomY, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.bottomX = bottomX;
this.bottomY = bottomY;
this.intensityCurve = intensityCurve;
@@ -22,10 +20,12 @@ namespace Ichni.RhythmGame.Beatmap
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new PixelateEffect(duration, bottomX, bottomY, intensityCurve)
return new PixelateEffect(effectTime, bottomX, bottomY, intensityCurve)
{
attachedGameElement = attachedGameElement
};
}
}
}

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@@ -4,8 +4,7 @@ namespace Ichni.RhythmGame.Beatmap
{
public class RadialBlurEffect_BM : EffectBase_BM
{
public float duration;
public int sampleLevel;
public int sampleLevel;
public float position;
public float fadeRange;
public float peakIntensity;
@@ -13,10 +12,9 @@ namespace Ichni.RhythmGame.Beatmap
public RadialBlurEffect_BM() { }
public RadialBlurEffect_BM(float duration, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
public RadialBlurEffect_BM(float effectTime, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.sampleLevel = sampleLevel;
this.position = position;
this.fadeRange = fadeRange;
@@ -26,10 +24,12 @@ namespace Ichni.RhythmGame.Beatmap
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new RadialBlurEffect(duration, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)
return new RadialBlurEffect(effectTime, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)
{
attachedGameElement = attachedGameElement
};
}
}
}

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@@ -29,3 +29,4 @@ namespace Ichni.RhythmGame.Beatmap
}
}
}

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@@ -0,0 +1,59 @@
using UnityEngine;
namespace Ichni.RhythmGame.Beatmap
{
public class SpeedLinesEffect_BM : EffectBase_BM
{
// --- 时间控制 ---
public AnimationCurve intensityCurve;
// --- Lines 设置 ---
public Color color = new Color(1f, 1f, 1f, 0.5f);
public float peakRemap = 0f;
public float speedLinesTiling = 200f;
public float speedLinesRadialScale = 0.1f;
public float speedLinesPower = 0f;
public float speedLinesAnimation = 3f;
// --- Radial Mask 设置 ---
public float maskScale = 1f;
public float maskHardness = 0f;
public float maskPower = 5f;
public SpeedLinesEffect_BM() { }
public SpeedLinesEffect_BM(float effectTime, AnimationCurve intensityCurve,
Color color, float peakRemap = 0f,
float speedLinesTiling = 200f, float speedLinesRadialScale = 0.1f,
float speedLinesPower = 0f, float speedLinesAnimation = 3f,
float maskScale = 1f, float maskHardness = 0f, float maskPower = 5f)
{
this.effectTime = effectTime;
this.effectTime = effectTime;
this.intensityCurve = intensityCurve;
this.color = color;
this.peakRemap = peakRemap;
this.speedLinesTiling = speedLinesTiling;
this.speedLinesRadialScale = speedLinesRadialScale;
this.speedLinesPower = speedLinesPower;
this.speedLinesAnimation = speedLinesAnimation;
this.maskScale = maskScale;
this.maskHardness = maskHardness;
this.maskPower = maskPower;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new SpeedLinesEffect(
effectTime, intensityCurve,
color, peakRemap,
speedLinesTiling, speedLinesRadialScale, speedLinesPower, speedLinesAnimation,
maskScale, maskHardness, maskPower)
{
attachedGameElement = attachedGameElement,
};
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9720142ce2698b144bd153dc4603f3f9

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@@ -4,7 +4,6 @@ namespace Ichni.RhythmGame.Beatmap
{
public class VignetteEffect_BM : EffectBase_BM
{
public float duration;
public float peak;
public float smoothness;
public Color color;
@@ -12,10 +11,9 @@ namespace Ichni.RhythmGame.Beatmap
public VignetteEffect_BM() { }
public VignetteEffect_BM(float duration, float peak, float smoothness, Color color, AnimationCurve intensityCurve)
public VignetteEffect_BM(float effectTime, float peak, float smoothness, Color color, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.effectTime = effectTime;
this.peak = peak;
this.smoothness = smoothness;
this.color = color;
@@ -24,7 +22,9 @@ namespace Ichni.RhythmGame.Beatmap
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new VignetteEffect(duration, peak, smoothness, color, intensityCurve);
return new VignetteEffect(effectTime, peak, smoothness, color, intensityCurve);
}
}
}