update
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@@ -46,8 +46,8 @@ namespace Ichni.RhythmGame
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this.currentEmissionColor = Color.black;
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this.currentEmissionIntensity = 0;
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this.baseColorDirtyMark = false;
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this.emissionColorDirtyMark = false;
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this.baseColorDirtyMark = true;
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this.emissionColorDirtyMark = true;
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if (!HaveSameSubmodule)
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{
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@@ -68,8 +68,8 @@ namespace Ichni.RhythmGame
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this.currentEmissionColor = originalEmissionColor;
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this.currentEmissionIntensity = originalEmissionIntensity;
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this.baseColorDirtyMark = false;
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this.emissionColorDirtyMark = false;
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this.baseColorDirtyMark = true;
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this.emissionColorDirtyMark = true;
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if (!HaveSameSubmodule)
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{
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@@ -116,13 +116,8 @@ namespace Ichni.RhythmGame
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.AddTo(colorSubmodule.attachedGameElement);
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}
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public void UpdateColor()
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public void UpdateColor(bool refreshAll = true)
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{
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if (!GameManager.instance.audioManager.isUpdating)
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{
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return;
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}
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bool willRefresh = false;
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if (colorSubmodule.baseColorDirtyMark)
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@@ -139,7 +134,7 @@ namespace Ichni.RhythmGame
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willRefresh = true;
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}
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if (willRefresh)
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if (willRefresh && refreshAll)
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{
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colorSubmodule.attachedGameElement.Refresh();
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}
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@@ -89,19 +89,6 @@ namespace Ichni.RhythmGame
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Default,
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Note,
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}
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private static Dictionary<string, EffectBase> EffectCollection { get; } =
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new Dictionary<string, EffectBase>()
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{
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{ "Bloom", new BloomEffect(1, 2, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "CameraShake", new CameraShakeEffect(1, 50, 1, 1, 1) },
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{ "ChromaticAberration", new ChromaticAberrationEffect(1, 1, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "SetInteger", new SetIntegerEffect("New Variable", 0, false, 0, 1) },
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{ "EnableControl", new EnableControlEffect(null, "New Variable", 0, false, "") },
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{ "LowPassFilter", new LowPassFilterEffect(1, 10, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "HighPassFilter", new HighPassFilterEffect(1, 22000, CustomCurvePresets.Parabolic(1, 0, 1)) }
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};
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}
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public interface IHaveEffectSubmodule
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@@ -157,6 +144,8 @@ namespace Ichni.RhythmGame
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public BaseElement_BM matchedBM { get; set; }
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public GameElement attachedGameElement;
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public virtual bool IsPost => false;
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/// <summary>
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/// 效果的持续时间,如果为0则表示瞬间效果
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