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using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.Basic
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{
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public class BasicNoteGenerateExpand : NoteGenerateEffect
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{
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public BasicNoteGenerateExpand(NoteVisualBase noteVisual)
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{
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this.note = noteVisual.note;
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this.noteVisual = noteVisual;
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this.generateTime = 1f;
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this.effectTime = 0.1f;
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}
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public override void Recover()
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{
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noteVisual.noteMain.SetActive(false);
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noteVisual.noteMain.transform.localScale = Vector3.zero;
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if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
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{
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holdVisualMesh.notePartList[1].SetActive(false);
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holdVisualMesh.notePartList[1].GetComponent<MeshGenerator>().size = 0;
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holdVisualMesh.notePartList[2].SetActive(false);
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holdVisualMesh.notePartList[2].transform.localScale = Vector3.zero;
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}
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}
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public override void Adjust()
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{
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noteVisual.noteMain.SetActive(true);
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noteVisual.noteMain.transform.DOScale(Vector3.one, effectTime).SetEase(Ease.OutBack);
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if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
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{
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holdVisualMesh.notePartList[1].SetActive(true);
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MeshGenerator meshGenerator = holdVisualMesh.notePartList[1].GetComponent<MeshGenerator>();
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DOTween.To(() => meshGenerator.size, x => meshGenerator.size = x, 1, effectTime).SetEase(Ease.OutBack);
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holdVisualMesh.notePartList[2].SetActive(true);
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holdVisualMesh.notePartList[2].transform.DOScale(Vector3.one, effectTime).SetEase(Ease.OutBack);
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}
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}
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public override EffectBase_BM ConvertToBM()
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{
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return new BasicNoteGenerateExpand_BM(effectTime, generateTime);
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}
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}
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namespace Beatmap
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{
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public class BasicNoteGenerateExpand_BM : NoteGenerateEffect_BM
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{
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public BasicNoteGenerateExpand_BM()
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{
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}
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public BasicNoteGenerateExpand_BM(float effectTime, float generateTime) :
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base(effectTime, generateTime)
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{
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new BasicNoteGenerateExpand(attachedGameElement as NoteVisualBase);
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}
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}
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}
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}
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