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

View File

@@ -7,16 +7,15 @@ namespace Ichni.RhythmGame
public class HighPassFilterEffect : EffectBase
{
#region [] Effect Parameters
public float duration;
public float peak;
public AnimationCurve intensityCurve;
#endregion
#region [] Initialization
public HighPassFilterEffect(float duration, float peak, AnimationCurve intensityCurve)
public HighPassFilterEffect(float effectTime, float peak, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.effectTime = effectTime;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
@@ -26,15 +25,16 @@ namespace Ichni.RhythmGame
public override void Adjust()
{
/*MMF_Player effect = LeanPool.Spawn(GameManager.Instance.basePrefabs.highPassFilterEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().Duration = duration;
effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().effectTime = effectTime;
effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().RemapHighPassZero = 10;
effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().RemapHighPassOne = peak;
effect.GetFeedbackOfType<MMF_AudioFilterHighPass>().ShakeHighPass = intensityCurve;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);*/
LeanPool.Despawn(effect.gameObject, effectTime);*/
}
#endregion
}
}
}

View File

@@ -9,16 +9,15 @@ namespace Ichni.RhythmGame
public class LowPassFilterEffect : EffectBase
{
#region [] Effect Parameters
public float duration;
public float bottom;
public AnimationCurve intensityCurve;
#endregion
#region [] Initialization
public LowPassFilterEffect(float duration, float bottom, AnimationCurve intensityCurve)
public LowPassFilterEffect(float effectTime, float bottom, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.effectTime = effectTime;
this.bottom = bottom;
this.intensityCurve = intensityCurve;
}
@@ -28,15 +27,16 @@ namespace Ichni.RhythmGame
public override void Adjust()
{
/*MMF_Player effect = LeanPool.Spawn(GameManager.Instance.basePrefabs.lowPassFilterEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().Duration = duration;
effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().effectTime = effectTime;
effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().RemapLowPassZero = 22000;
effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().RemapLowPassOne = bottom;
effect.GetFeedbackOfType<MMF_AudioFilterLowPass>().ShakeLowPass = intensityCurve;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);*/
LeanPool.Despawn(effect.gameObject, effectTime);*/
}
#endregion
}
}
}