From 309e4997e136f0a96d94648f19173e5293b5af55 Mon Sep 17 00:00:00 2001 From: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com> Date: Thu, 28 Jul 2022 18:07:19 -0500 Subject: [PATCH] vfx flashes work again thanks for the help, minenice --- Assets/Scripts/Games/Global/Flash.cs | 6 +++++- Assets/Scripts/Minigames.cs | 7 +++++-- 2 files changed, 10 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/Games/Global/Flash.cs b/Assets/Scripts/Games/Global/Flash.cs index 5557d054..e0c0cd25 100644 --- a/Assets/Scripts/Games/Global/Flash.cs +++ b/Assets/Scripts/Games/Global/Flash.cs @@ -47,7 +47,11 @@ namespace HeavenStudio.Games.Global // startColor = new Color(1, 1, 1, 0); // endColor = new Color(1, 1, 1, 0); - allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }); + allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" }); + Test(beat); + + // backwards-compatibility baybee + allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" })); Test(beat); } diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 523d5283..cdb9132e 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -271,6 +271,7 @@ namespace HeavenStudio }, hidden: true ), }), + new Minigame("countIn", "Count-Ins", "", false, true, new List() { new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List() @@ -308,9 +309,10 @@ namespace HeavenStudio new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true), new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true), }), + new Minigame("vfx", "Visual Effects", "", false, true, new List() { - new GameAction("flash", delegate + new GameAction("flash", delegate { /*Color colA = eventCaller.currentEntity.colorA; @@ -328,7 +330,8 @@ namespace HeavenStudio new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"), new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"), new Param("ease", EasingFunction.Ease.Linear, "Ease") - } ), + }, hidden: false ), + new GameAction("move camera", delegate { //TODO: move cam