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move flash to VFX
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parent
98c4b6d425
commit
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1 changed files with 32 additions and 11 deletions
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@ -219,7 +219,17 @@ namespace HeavenStudio
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new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
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new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
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new GameAction("end", delegate { Debug.Log("end"); GameManager.instance.Stop(0); Timeline.instance?.SetTimeButtonColors(true, false, false);}),
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new GameAction("end", delegate { Debug.Log("end"); GameManager.instance.Stop(0); Timeline.instance?.SetTimeButtonColors(true, false, false);}),
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new GameAction("skill star", delegate { }, 1f, true),
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new GameAction("skill star", delegate { }, 1f, true),
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new GameAction("flash", delegate
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new GameAction("toggle inputs", delegate
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{
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GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
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}, 0.5f, true, new List<Param>()
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{
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new Param("toggle", true, "Enable Inputs")
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}),
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// DEPRECATED! Now in VFX
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new GameAction("flash", delegate
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{
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{
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/*Color colA = eventCaller.currentEntity.colorA;
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/*Color colA = eventCaller.currentEntity.colorA;
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@ -237,16 +247,8 @@ namespace HeavenStudio
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease")
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new Param("ease", EasingFunction.Ease.Linear, "Ease")
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} ),
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}, hidden: true ),
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new GameAction("toggle inputs", delegate
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{
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GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
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}, 0.5f, true, new List<Param>()
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{
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new Param("toggle", true, "Enable Inputs")
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}),
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// DEPRECATED! Now in VFX
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new GameAction("move camera", delegate
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new GameAction("move camera", delegate
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{
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{
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}, 1f, true, new List<Param>()
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}, 1f, true, new List<Param>()
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@ -308,6 +310,25 @@ namespace HeavenStudio
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}),
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}),
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new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
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new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
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{
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{
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new GameAction("flash", delegate
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{
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/*Color colA = eventCaller.currentEntity.colorA;
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Color colB = eventCaller.currentEntity.colorB;
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Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
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Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
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GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
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}, 1f, true, new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color"),
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new Param("colorB", Color.white, "End Color"),
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease")
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} ),
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new GameAction("move camera", delegate
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new GameAction("move camera", delegate
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{
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{
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//TODO: move cam
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//TODO: move cam
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