update
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@@ -157,14 +157,16 @@ namespace Ichni.RhythmGame
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After = 1,
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Error = 100
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}
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public BaseElement_BM matchedBM { get; set; }
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public GameElement attachedGameElement;
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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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/// </summary>
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public float effectTime;
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/// <summary>
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/// 是否是瞬间效果
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/// </summary>
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@@ -174,7 +176,7 @@ namespace Ichni.RhythmGame
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/// 效果的进度百分比
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/// </summary>
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public float effectProgressPercent;
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/// <summary>
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/// 效果当前的状态
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/// </summary>
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@@ -193,7 +195,7 @@ namespace Ichni.RhythmGame
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this.nowEffectState = EffectState.Before;
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this.effectProgressPercent = 0;
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}
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public void SaveBM()
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{
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throw new System.NotImplementedException();
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@@ -203,7 +205,7 @@ namespace Ichni.RhythmGame
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{
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EffectState state = CheckEffectState(triggerTime);
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float songTime = GameManager.instance.songTime;
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if (state == EffectState.Before && nowEffectState != EffectState.Before)
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{
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nowEffectState = EffectState.Before;
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@@ -216,7 +218,7 @@ namespace Ichni.RhythmGame
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{
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PreExecute();
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}
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nowEffectState = EffectState.Middle;
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effectProgressPercent = (songTime - triggerTime) / effectTime;
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Execute();
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@@ -251,21 +253,21 @@ namespace Ichni.RhythmGame
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return EffectState.Error;
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}
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/// <summary>
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/// 当从Before状态进入Middle状态时,仅在效果的开始时触发一次方法
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/// </summary>
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public virtual void PreExecute()
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{
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}
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/// <summary>
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/// 在效果的持续时间内,触发这个方法
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/// </summary>
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public virtual void Execute()
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{
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}
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/// <summary>
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@@ -274,7 +276,7 @@ namespace Ichni.RhythmGame
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/// </summary>
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public virtual void Adjust()
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{
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}
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/// <summary>
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@@ -282,6 +284,14 @@ namespace Ichni.RhythmGame
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/// </summary>
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public virtual void Recover()
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{
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}
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/// <summary>
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/// 如果效果被打断,则触发这个方法
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/// </summary>
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public virtual void Disrupt()
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{
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}
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