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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 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 BasicNoteGoodBurst : NoteGoodEffect
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{
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private GameObject effectRing;
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public BasicNoteGoodBurst(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.effectRing = noteVisual.effectPartList[0];
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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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effectRing.SetActive(false);
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effectRing.transform.localScale = Vector3.zero;
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effectRing.GetComponent<SpriteRenderer>().color = Color.white;
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noteVisual.noteMain.SetActive(true);
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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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holdVisualMesh.notePartList[2].SetActive(true);
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}
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}
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public override void Adjust()
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{
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effectRing.gameObject.SetActive(true);
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effectRing.transform.DOScale(Vector3.one * 0.5f, effectTime).SetEase(Ease.OutQuad);
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effectRing.GetComponent<SpriteRenderer>().DOFade(0, effectTime).SetEase(Ease.OutQuad).OnComplete(() => effectRing.SetActive(false));
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noteVisual.noteMain.SetActive(false);
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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[2].SetActive(false);
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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 BasicNoteGoodBurst_BM(effectTime);
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}
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}
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namespace Beatmap
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{
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public class BasicNoteGoodBurst_BM : NoteGoodEffect_BM
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{
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public BasicNoteGoodBurst_BM()
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{
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}
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public BasicNoteGoodBurst_BM(float effectTime) : base(effectTime)
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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 BasicNoteGoodBurst(attachedGameElement as NoteVisualBase);
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}
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}
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}
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}
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