87 lines
2.5 KiB
C#
87 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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{
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public class DTMNoteMissTransparent : NoteMissEffect
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{
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#region [效果属性与状态] Effect Fields & States
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public List<Renderer> noteRenderers;
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#endregion
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#region [初始化] Initialization
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public DTMNoteMissTransparent(NoteVisualBase noteVisual, float effectTime)
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{
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this.note = noteVisual.note;
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this.noteVisual = noteVisual;
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this.effectTime = effectTime;
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this.noteRenderers = new List<Renderer>();
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foreach (GameObject part in noteVisual.notePartList)
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{
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Renderer rend = part.GetComponent<Renderer>();
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if(rend != null)
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{
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noteRenderers.Add(rend);
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}
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}
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if (noteVisual is DTMNoteVisualHold)
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{
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this.effectTime *= 2f;
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}
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}
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#endregion
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#region [效果核心逻辑] Core Effect Logic
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public override void Recover()
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{
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noteVisual.noteMain.SetActive(true);
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foreach (var renderer in noteRenderers)
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{
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for (int i = 0; i < renderer.materials.Length; i++)
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{
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renderer.materials[i].SetFloat("_AlphaAll", 0f);
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}
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}
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}
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public override void PreExecute()
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{
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if (noteVisual is DTMNoteVisualHold)
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{
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noteRenderers[0].materials[1].SetFloat("_GlowIntensity", 0.25f);
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}
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}
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public override void Execute()
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{
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float e = AnimationCurveEvaluator.Evaluate(AnimationCurveType.OutQuad, effectProgressPercent);
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float alpha = (1 - e) / 3f;
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foreach (var renderer in noteRenderers)
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{
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for (int i = 0; i < renderer.materials.Length; i++)
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{
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renderer.materials[i].SetFloat("_AlphaAll", alpha);
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}
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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(false);
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foreach (var renderer in noteRenderers)
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{
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for (int i = 0; i < renderer.materials.Length; i++)
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{
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renderer.materials[i].SetFloat("_AlphaAll", 0f);
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}
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}
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}
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#endregion
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}
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}
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