Merge pull request #32 from CarsonKompon/editor-tooltip-pass-1

Editor bottom-left tooltip pass
This commit is contained in:
Jenny Crowe 2022-03-01 23:07:33 -07:00 committed by GitHub
commit 197332c2a5
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 65 additions and 46 deletions

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@ -14592,6 +14592,7 @@ MonoBehaviour:
EditorThemeBTN: {fileID: 528192061} EditorThemeBTN: {fileID: 528192061}
FullScreenBTN: {fileID: 151246938} FullScreenBTN: {fileID: 151246938}
TempoFinderBTN: {fileID: 1478799966} TempoFinderBTN: {fileID: 1478799966}
tooltipText: {fileID: 1196204504}
discordDuringTesting: 0 discordDuringTesting: 0
canSelect: 1 canSelect: 1
--- !u!114 &1423699438 --- !u!114 &1423699438

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@ -50,6 +50,9 @@ namespace RhythmHeavenMania.Editor
[SerializeField] private Button FullScreenBTN; [SerializeField] private Button FullScreenBTN;
[SerializeField] private Button TempoFinderBTN; [SerializeField] private Button TempoFinderBTN;
[Header("Tooltip")]
public TMP_Text tooltipText;
[Header("Properties")] [Header("Properties")]
private bool changedMusic = false; private bool changedMusic = false;
private bool loadedMusic = false; private bool loadedMusic = false;

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@ -85,15 +85,16 @@ namespace RhythmHeavenMania.Editor
object param = action.parameters[i].parameter; object param = action.parameters[i].parameter;
string caption = action.parameters[i].propertyCaption; string caption = action.parameters[i].propertyCaption;
string propertyName = action.parameters[i].propertyName; string propertyName = action.parameters[i].propertyName;
string tooltip = action.parameters[i].tooltip;
AddParam(propertyName, param, caption); AddParam(propertyName, param, caption, tooltip);
} }
active = true; active = true;
} }
} }
private void AddParam(string propertyName, object type, string caption) private void AddParam(string propertyName, object type, string caption, string tooltip = "")
{ {
GameObject prefab = IntegerP; GameObject prefab = IntegerP;
@ -125,6 +126,11 @@ namespace RhythmHeavenMania.Editor
input.SetActive(true); input.SetActive(true);
input.transform.localScale = Vector2.one; input.transform.localScale = Vector2.one;
if(tooltip != "")
{
Tooltip.AddTooltip(input, "", tooltip);
}
var property = input.GetComponent<EventPropertyPrefab>(); var property = input.GetComponent<EventPropertyPrefab>();
property.SetProperties(propertyName, type, caption); property.SetProperties(propertyName, type, caption);
} }

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@ -50,20 +50,24 @@ namespace RhythmHeavenMania.Editor
rectTransform.anchoredPosition = anchoredPosition; rectTransform.anchoredPosition = anchoredPosition;
} }
public static void OnEnter(string tooltipText) public static void OnEnter(string tooltipText, string altTooltipText)
{ {
instance.OnEnterPrivate(tooltipText); instance.OnEnterPrivate(tooltipText, altTooltipText);
} }
public static void OnExit() public static void OnExit()
{ {
instance.OnExitPrivate(); instance.OnExitPrivate();
Editor.instance.tooltipText.text = "";
Editor.instance.tooltipText.ForceMeshUpdate();
} }
private void OnEnterPrivate(string tooltipText) private void OnEnterPrivate(string tooltipText, string altTooltipText)
{ {
group.alpha = 1; group.alpha = 1;
SetText(tooltipText); SetText(tooltipText);
Editor.instance.tooltipText.text = altTooltipText.Replace("\n","");
Editor.instance.tooltipText.ForceMeshUpdate();
} }
private void OnExitPrivate() private void OnExitPrivate()
@ -82,13 +86,16 @@ namespace RhythmHeavenMania.Editor
background.sizeDelta = textSize + paddingSize; background.sizeDelta = textSize + paddingSize;
} }
public static void AddTooltip(GameObject g, string tooltipText) public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = "")
{ {
if (altTooltipText == "")
altTooltipText = tooltipText;
EventTrigger et = g.AddComponent<EventTrigger>(); EventTrigger et = g.AddComponent<EventTrigger>();
EventTrigger.Entry pointerEnter = new EventTrigger.Entry(); EventTrigger.Entry pointerEnter = new EventTrigger.Entry();
pointerEnter.eventID = EventTriggerType.PointerEnter; pointerEnter.eventID = EventTriggerType.PointerEnter;
pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText); }); pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText); });
EventTrigger.Entry pointerExit = new EventTrigger.Entry(); EventTrigger.Entry pointerExit = new EventTrigger.Entry();
pointerExit.eventID = EventTriggerType.PointerExit; pointerExit.eventID = EventTriggerType.PointerExit;

View file

@ -72,12 +72,14 @@ namespace RhythmHeavenMania
public string propertyName; public string propertyName;
public object parameter; public object parameter;
public string propertyCaption; public string propertyCaption;
public string tooltip;
public Param(string propertyName, object parameter, string propertyCaption) public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
{ {
this.propertyName = propertyName; this.propertyName = propertyName;
this.parameter = parameter; this.parameter = parameter;
this.propertyCaption = propertyCaption; this.propertyCaption = propertyCaption;
this.tooltip = tooltip;
} }
} }
@ -123,23 +125,23 @@ namespace RhythmHeavenMania
{ {
new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List<Param>() new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List<Param>()
{ {
new Param("type", SoundEffects.CountInType.Normal, "Type") new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
}), }),
new GameAction("8 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }, 8f, true, new List<Param>() new GameAction("8 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }, 8f, true, new List<Param>()
{ {
new Param("type", SoundEffects.CountInType.Normal, "Type") new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
}), }),
new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>() new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>()
{ {
new Param("type", SoundEffects.CountNumbers.One, "Number"), new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
new Param("toggle", false, "Alt") new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
}), }),
new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f), new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f),
new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true), new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true),
new GameAction("and", delegate {SoundEffects.And(); }, 0.5f), new GameAction("and", delegate {SoundEffects.And(); }, 0.5f),
new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>() new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
{ {
new Param("toggle", false, "Alt") new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
}), }),
// These are still here for backwards-compatibility but are hidden in the editor // These are still here for backwards-compatibility but are hidden in the editor
new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true), new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
@ -160,7 +162,7 @@ namespace RhythmHeavenMania
{ {
new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>() new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
{ {
new Param("type", ForkLifter.FlickType.Pea, "Object") new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
}), }),
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f), new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }), new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
@ -178,11 +180,11 @@ namespace RhythmHeavenMania
new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ), new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>() new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>()
{ {
new Param("toggle", false, "Alt") new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
}), }),
new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>() new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
{ {
new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count") new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count", "The amount of lions")
}), }),
// This is still here for backwards-compatibility but is hidden in the editor // This is still here for backwards-compatibility but is hidden in the editor
new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true), new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true),
@ -193,13 +195,13 @@ namespace RhythmHeavenMania
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3), new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3),
new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>() new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>()
{ {
new Param("type", Spaceball.CostumeType.Standard, "Type") new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
} ), } ),
new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ), new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ),
new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>() new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>()
{ {
new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom"), new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"),
new Param("ease", EasingFunction.Ease.Linear, "Ease") new Param("ease", EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming")
} ), } ),
new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ), new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ),
}), }),
@ -211,7 +213,7 @@ namespace RhythmHeavenMania
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
}, 2, false, new List<Param>() }, 2, false, new List<Param>()
{ {
new Param("type", KarateMan.HitType.Pot, "Object") new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire")
}), }),
new GameAction("bulb", delegate { new GameAction("bulb", delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
@ -220,8 +222,8 @@ namespace RhythmHeavenMania
KarateMan.instance.Shoot(e.beat, 1, tint: c); KarateMan.instance.Shoot(e.beat, 1, tint: c);
}, 2, false, new List<Param>() }, 2, false, new List<Param>()
{ {
new Param("type", KarateMan.LightBulbType.Normal, "Type"), new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
new Param("colorA", new Color(), "Custom Color") new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
}), }),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f), new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f), new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
@ -234,7 +236,7 @@ namespace RhythmHeavenMania
KarateMan.instance.Hit3(e.beat); KarateMan.instance.Hit3(e.beat);
}, 1f, false, new List<Param>() }, 1f, false, new List<Param>()
{ {
new Param("toggle", false, "Hit 4") new Param("toggle", false, "Hit 4", "Whether or not the \"hit 4!\" sound should be played instead")
}), }),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true), new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
new GameAction("set background color", delegate { new GameAction("set background color", delegate {
@ -244,17 +246,17 @@ namespace RhythmHeavenMania
KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB); KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
}, 0.5f, false, new List<Param>() }, 0.5f, false, new List<Param>()
{ {
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"), new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow 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("colorA", new Color(), "Custom Background Color"), 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"), new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
}), }),
new GameAction("set background fx", delegate { new GameAction("set background fx", delegate {
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type); KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
}, 0.5f, false, new List<Param>() }, 0.5f, false, new List<Param>()
{ {
new Param("type", KarateMan.BackgroundFXType.None, "FX Type") new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
}), }),
// These are still here for backwards-compatibility but are hidden in the editor // These are still here for backwards-compatibility but are hidden in the editor
@ -273,7 +275,7 @@ namespace RhythmHeavenMania
new GameAction("keep-up", delegate { }, 4f, true), new GameAction("keep-up", delegate { }, 4f, true),
new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>() new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
{ {
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing") new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
}), }),
}), }),
new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>() new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>()
@ -281,16 +283,16 @@ namespace RhythmHeavenMania
new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true), new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false, new List<Param>() new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
{ {
new Param("toggle", true, "Ooh") new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
}), }),
new GameAction("break c'mon ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); }, 3f, false, new List<Param>() new GameAction("break c'mon ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); }, 3f, false, new List<Param>()
{ {
new Param("type", DJSchool.DJVoice.Standard, "Voice"), new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
new Param("toggle", true, "Ooh") new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
}), }),
new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>() new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>()
{ {
new Param("type", DJSchool.DJVoice.Standard, "Voice"), new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
}), }),
}), }),
new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>() new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
@ -300,26 +302,26 @@ namespace RhythmHeavenMania
new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f), new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("next vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>() new GameAction("next vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
{ {
new Param("type", RhythmTweezers.VegetableType.Onion, "Type"), new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"), new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color") new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
} ), } ),
new GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>() new GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
{ {
new Param("type", RhythmTweezers.VegetableType.Onion, "Type"), new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"), new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color") new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
} ), } ),
new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true), new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f), new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>() new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>()
{ {
new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color") new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
} ), } ),
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>() new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
{ {
new Param("colorA", Color.white, "Start Color"), new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color") new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade")
} ), } ),
}), }),
@ -338,10 +340,10 @@ namespace RhythmHeavenMania
var rotation = new Vector3(0, e.valA, 0); var rotation = new Vector3(0, e.valA, 0);
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2); RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
}, 4, true, new List<Param>() { }, 4, true, new List<Param>() {
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle"), new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom"), new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
new Param("type", Ease.Linear, "Ease"), new Param("type", Ease.Linear, "Ease", "The easing function to use"),
new Param("type2", RotateMode.Fast, "Rotation Mode") new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
} ), } ),
}), }),
new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "00BB00", true, false, new List<GameAction>() new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "00BB00", true, false, new List<GameAction>()