move flash to VFX

This commit is contained in:
ThatZeoMan 2022-07-26 18:04:02 -05:00
parent 98c4b6d425
commit 755092c922

View file

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