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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 UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.Basic
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{
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public class BasicNoteMissPale : NoteMissEffect
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{
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Renderer noteMainRenderer;
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public BasicNoteMissPale(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.noteMainRenderer = noteVisual.noteMain.GetComponent<Renderer>();
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this.effectTime = 0.2f;
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}
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public override void Recover()
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{
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noteVisual.noteMain.SetActive(true);
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noteMainRenderer.material.SetColor("_BaseColor", Color.white);
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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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noteMainRenderer.material.SetColor("_BaseColor", Color.white / 2f);
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noteMainRenderer.material.DOColor(Color.clear, effectTime).SetEase(Ease.OutQuad).OnComplete(() =>
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{
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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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}
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public override EffectBase_BM ConvertToBM()
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{
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return new Beatmap.BasicNoteMissPale_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 BasicNoteMissPale_BM : NoteMissEffect_BM
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{
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public BasicNoteMissPale_BM()
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{
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}
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public BasicNoteMissPale_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 BasicNoteMissPale(attachedGameElement as NoteVisualBase);
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}
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}
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}
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}
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