同步
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@@ -7,16 +7,15 @@ namespace Ichni.RhythmGame
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public class HighPassFilterEffect : EffectBase
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{
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#region [效果参数] Effect Parameters
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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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#endregion
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#region [初始化] Initialization
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public HighPassFilterEffect(float duration, float peak, AnimationCurve intensityCurve)
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public HighPassFilterEffect(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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@@ -26,15 +25,16 @@ namespace Ichni.RhythmGame
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public override void Adjust()
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{
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/*MMF_Player effect = LeanPool.Spawn(GameManager.Instance.basePrefabs.highPassFilterEffect).GetComponent<MMF_Player>();
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effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().Duration = duration;
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effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().effectTime = effectTime;
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effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().RemapHighPassZero = 10;
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effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().RemapHighPassOne = peak;
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effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().ShakeHighPass = intensityCurve;
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effect.PlayFeedbacks();
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LeanPool.Despawn(effect.gameObject, duration);*/
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LeanPool.Despawn(effect.gameObject, effectTime);*/
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}
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#endregion
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}
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}
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}
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@@ -9,16 +9,15 @@ namespace Ichni.RhythmGame
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public class LowPassFilterEffect : EffectBase
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{
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#region [效果参数] Effect Parameters
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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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#endregion
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#region [初始化] Initialization
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public LowPassFilterEffect(float duration, float bottom, AnimationCurve intensityCurve)
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public LowPassFilterEffect(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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@@ -28,15 +27,16 @@ namespace Ichni.RhythmGame
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public override void Adjust()
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{
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/*MMF_Player effect = LeanPool.Spawn(GameManager.Instance.basePrefabs.lowPassFilterEffect).GetComponent<MMF_Player>();
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effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().Duration = duration;
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effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().effectTime = effectTime;
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effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().RemapLowPassZero = 22000;
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effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().RemapLowPassOne = bottom;
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effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().ShakeLowPass = intensityCurve;
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effect.PlayFeedbacks();
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LeanPool.Despawn(effect.gameObject, duration);*/
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LeanPool.Despawn(effect.gameObject, effectTime);*/
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}
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#endregion
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}
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}
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}
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