60 lines
1.8 KiB
C#
60 lines
1.8 KiB
C#
using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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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 DTMNoteHoldingBreath : NoteHoldingEffect
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{
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#region [效果属性与状态] Effect Fields & States
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private ParticleSystem breathParticle;
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#endregion
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#region [初始化] Initialization
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public DTMNoteHoldingBreath(DTMNoteVisualHold 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.effectTime = GetHoldingTime();
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}
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#endregion
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#region [效果核心实现] Core Effect Implementation
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public override void Recover()
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{
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if(breathParticle != null) LeanPool.Despawn(breathParticle.gameObject);
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}
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public override void PreExecute()
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{
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GameObject effectPrefab;
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if ((note as Hold).preJudgeType == NoteBase.NoteJudgeType.Perfect)
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{
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effectPrefab = noteVisual.effectPrefabList[3];
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}
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else if ((note as Hold).preJudgeType == NoteBase.NoteJudgeType.Good)
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{
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effectPrefab = noteVisual.effectPrefabList[4];
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}
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else if ((note as Hold).preJudgeType == NoteBase.NoteJudgeType.Bad)
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{
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effectPrefab = noteVisual.effectPrefabList[5];
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}
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else
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{
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return;
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}
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breathParticle = LeanPool.Spawn(effectPrefab, noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
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breathParticle.Play();
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}
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public override void Adjust()
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{
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breathParticle?.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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}
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#endregion
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}
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}
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