mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-02 06:17:31 +00:00
Merge pull request #145 from ThatZeoMan/master
added shadow type to set bg effects
This commit is contained in:
commit
154c96c4b8
2 changed files with 20 additions and 9 deletions
|
@ -30,6 +30,7 @@ namespace HeavenStudio
|
||||||
public int track;
|
public int track;
|
||||||
|
|
||||||
// consideration: use arrays instead of hardcoding fixed parameter names
|
// consideration: use arrays instead of hardcoding fixed parameter names
|
||||||
|
// note from zeo: yeah definately use arrays
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
|
||||||
|
@ -38,6 +39,9 @@ namespace HeavenStudio
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type3;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type3;
|
||||||
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type4;
|
||||||
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type5;
|
||||||
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type6;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
|
||||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
|
||||||
|
|
|
@ -36,22 +36,20 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
||||||
}),
|
}),
|
||||||
new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
|
new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
|
||||||
new GameAction("set background effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3); }, 0.5f, true, new List<Param>()
|
new GameAction("set background effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3); KarateMan.instance.SetBgTexture(e.type4, e.type5, e.colorC, e.colorD); }, 0.5f, true, new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
|
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
|
||||||
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
|
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
|
||||||
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
|
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
|
||||||
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
|
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
|
||||||
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed")
|
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
|
||||||
|
new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
|
||||||
|
new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
|
||||||
|
new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
|
||||||
|
new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
|
||||||
|
|
||||||
}),
|
}),
|
||||||
new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
|
|
||||||
{
|
|
||||||
new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
|
|
||||||
new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
|
|
||||||
new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
|
|
||||||
new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
|
|
||||||
}),
|
|
||||||
new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
|
new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
|
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
|
||||||
|
@ -97,6 +95,15 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
hidden: true),
|
hidden: true),
|
||||||
|
|
||||||
|
new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
|
||||||
|
new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
|
||||||
|
new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
|
||||||
|
new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
|
||||||
|
},
|
||||||
|
hidden: true),
|
||||||
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue