谱面改进
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@@ -5,6 +5,7 @@ namespace Ichni.RhythmGame.Beatmap
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public class HighPassFilterEffect_BM: EffectBase_BM
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{
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public float peak;
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public bool useEQ;
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public AnimationCurve intensityCurve;
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public HighPassFilterEffect_BM()
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@@ -12,17 +13,17 @@ namespace Ichni.RhythmGame.Beatmap
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}
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public HighPassFilterEffect_BM(float effectTime, float peak, AnimationCurve intensityCurve)
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public HighPassFilterEffect_BM(float effectTime, float peak, bool useEQ, AnimationCurve intensityCurve)
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{
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this.effectTime = 0;
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this.effectTime = effectTime;
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this.peak = peak;
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this.useEQ = useEQ;
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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(effectTime, peak, intensityCurve);
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return new HighPassFilterEffect(effectTime, peak, useEQ, intensityCurve);
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}
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}
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}
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@@ -5,6 +5,7 @@ namespace Ichni.RhythmGame.Beatmap
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public class LowPassFilterEffect_BM: EffectBase_BM
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{
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public float bottom;
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public bool useEQ;
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public AnimationCurve intensityCurve;
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public LowPassFilterEffect_BM()
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@@ -12,17 +13,17 @@ namespace Ichni.RhythmGame.Beatmap
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}
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public LowPassFilterEffect_BM(float effectTime, float bottom, AnimationCurve intensityCurve)
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public LowPassFilterEffect_BM(float effectTime, float bottom, bool useEQ, AnimationCurve intensityCurve)
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{
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this.effectTime = 0;
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this.effectTime = effectTime;
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this.bottom = bottom;
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this.useEQ = useEQ;
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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(effectTime, bottom, intensityCurve);
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return new LowPassFilterEffect(effectTime, bottom, useEQ, intensityCurve);
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}
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}
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}
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