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start reorganize GameAction
- this won't compile, haven't finished yet
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11 changed files with 730 additions and 362 deletions
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@ -19,9 +19,48 @@ namespace HeavenStudio
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public Dictionary<string, object> properties =
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new Dictionary<string, object>() {
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{"remixtitle", "New Remix"},
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{"remixauthor", "Your Name"},
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// software version (MajorMinorPatch, revision)
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{"productversion", 000},
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{"productsubversion", 0},
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// general chart info
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{"remixtitle", "New Remix"}, // chart name
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{"remixauthor", "Your Name"}, // charter's name
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{"remixlevel", 1}, // chart difficulty
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{"remixtempo", 120f}, // avg. chart tempo
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{"remixtags", ""}, // chart tags
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{"icontype", 0}, // chart icon (presets, custom - future)
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{"iconurl", ""}, // custom icon location (future)
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// chart song info
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{"idolgenre", "Song Genre"}, // song genre
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{"idolsong", "Song Name"}, // song name
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{"idolcredit", "Artist"}, // song artist
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// chart prologue
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{"prologuetype", 0}, // prologue card animation (future)
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{"prologuecaption", "Remix"}, // prologue card sub-title (future)
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// chart results screen messages
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{"resultcaption", "Rhythm League Notes"}, // result screen header
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{"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner, or second line for single-type)
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{"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type)
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{"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type)
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// the following are shown / hidden in-editor depending on the tags of the games used
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{"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner)
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{"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner)
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{"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner)
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{"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner)
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{"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner)
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{"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner)
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{"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner)
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{"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner)
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};
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public List<DynamicEntity> entities = new List<DynamicEntity>();
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public List<TempoChange> tempoChanges = new List<TempoChange>();
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public List<VolumeChange> volumeChanges = new List<VolumeChange>();
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@ -68,6 +107,12 @@ namespace HeavenStudio
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}
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}
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}
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public void CreateProperty(string name, object defaultValue)
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{
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if (!DynamicData.ContainsKey(name))
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DynamicData.Add(name, defaultValue);
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}
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}
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[Serializable]
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@ -12,39 +12,65 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>()
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{
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//new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
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new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.toggle); }, 0.5f, false, new List<Param>()
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new GameAction("bop", "Bop")
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{
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new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
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}),
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new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false,
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inactiveFunction: delegate { var e = eventCaller.currentEntity; DJSchool.WarnAndStop(e.beat, e.toggle); },
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parameters: new List<Param>()
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function = delegate { DJSchool.instance.Bop(eventCaller.currentEntity.toggle); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
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}
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},
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new GameAction("and stop ooh", "And Stop!")
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{
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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}),
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new GameAction("break c'mon ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); }, 3f, false,
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inactiveFunction: delegate { var e = eventCaller.currentEntity; DJSchool.WarnBreakCmon(e.beat, e.type, e.toggle); },
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parameters: new List<Param>()
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function = delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); },
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defaultLength = 2.5f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnAndStop(e.beat, e.toggle); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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}
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},
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new GameAction("break c'mon ooh", "Break, C'mon!")
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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}),
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new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, eventCaller.currentEntity.toggle); }, 3f, false, new List<Param>()
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function = delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); },
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defaultLength = 3f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnBreakCmon(e.beat, e.type, e.toggle); },
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parameters = new List<Param>()
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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}
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},
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new GameAction("scratch-o hey", "Scratch-o")
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle", false, "Fast Hey", "Activate Remix 4 (DS) beat")
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}),
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new GameAction("dj voice lines", delegate { DJSchool.instance.voiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 2f, false,
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inactiveFunction: delegate { DJSchool.WarnDJVoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); },
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parameters: new List<Param>()
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function = delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, eventCaller.currentEntity.toggle); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle", false, "Fast Hey", "Activate Remix 4 (DS) beat")
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}
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},
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new GameAction("dj voice lines", "DJ Yellow Banter")
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{
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new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"),
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}),
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new GameAction("sound FX", delegate { DJSchool.instance.soundFX(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
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function = delegate { DJSchool.instance.voiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); },
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defaultLength = 2f,
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inactiveFunction = delegate { DJSchool.WarnDJVoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); },
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parameters = new List<Param>()
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{
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new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"),
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}
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},
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new GameAction("sound FX", "Scratchy Music")
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{
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new Param("toggle", false, "Radio FX", "Toggle on and off for Radio Effects")
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})
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function = delegate { DJSchool.instance.soundFX(eventCaller.currentEntity.toggle); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Radio FX", "Toggle on and off for Radio Effects")
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}
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}
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},
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new List<string>() {"ntr", "normal"},
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"ntrdj", "en",
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@ -13,49 +13,76 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("fanClub", "Fan Club", "FDFD00", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; FanClub.instance.Bop(e.beat, e.length, e.type); }, 0.5f, true, parameters: new List<Param>()
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new GameAction("bop", "Bop")
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{
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new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
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}),
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new GameAction("yeah, yeah, yeah", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallHai(e.beat, e.toggle); }, 8, false, parameters: new List<Param>()
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.Bop(e.beat, e.length, e.type); },
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
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}
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},
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new GameAction("yeah, yeah, yeah", "Yeah, Yeah, Yeah!")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallHai(e.beat, e.toggle); },
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defaultLength = 8,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e.toggle);}
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),
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new GameAction("I suppose", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallKamone(e.beat, e.toggle, 0, e.type); }, 6, false, parameters: new List<Param>()
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e.toggle);}
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},
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new GameAction("I suppose", "I Suppose!")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallKamone(e.beat, e.toggle, 0, e.type); },
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defaultLength = 6,
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parameters = new List<Param>()
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{
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new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
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new Param("toggle", false, "Disable call", "Disable the idol's call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e.toggle, 0, e.type);}
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),
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new GameAction("double clap", delegate { var e = eventCaller.currentEntity; FanClub.instance.CallBigReady(e.beat, e.toggle); }, 4, false, parameters: new List<Param>()
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e.toggle, 0, e.type);}
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},
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new GameAction("double clap", "Double Clap")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.CallBigReady(e.beat, e.toggle); },
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defaultLength = 4,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the call")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e.toggle); }
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),
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new GameAction("play idol animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e.type); }, 1, true, parameters: new List<Param>()
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e.toggle); }
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},
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new GameAction("play idol animation", "Idol Coreography")
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{
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new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play")
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}),
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new GameAction("play stage animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e.type); }, 1, true, parameters: new List<Param>()
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e.type); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play")
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}
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},
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new GameAction("play stage animation", "Stage Coreography")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e.type); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
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}
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},
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new GameAction("set performance type", "Coreography Type")
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{
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new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
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}),
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new GameAction("set performance type", delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type);}, 0.5f, false, parameters: new List<Param>()
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function = delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type);},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type); }
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),
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e.type); }
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},
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},
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new List<string>() {"ntr", "normal"},
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"ntridol", "jp",
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@ -13,58 +13,97 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { KarateMan.instance.ToggleBop(eventCaller.currentEntity.toggle); }, 0.5f, false, new List<Param>()
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new GameAction("bop", "Bop")
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{
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function = delegate { KarateMan.instance.ToggleBop(eventCaller.currentEntity.toggle); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Whether to bop to the beat or not")
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},
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inactiveFunction: delegate { KarateMan.ToggleBopUnloaded(eventCaller.currentEntity.toggle); }
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),
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new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e.type, e.type2); }, 2, false,
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new List<Param>()
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inactiveFunction = delegate { KarateMan.ToggleBopUnloaded(eventCaller.currentEntity.toggle); }
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},
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new GameAction("hit", "Toss Object") {
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e.type, e.type2); },
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"),
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new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
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}),
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new GameAction("bulb", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateBulbSpecial(e.beat, e.type, e.colorA, e.type2); }, 2, false,
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new List<Param>()
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}
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},
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new GameAction("bulb", "Toss Lightbulb")
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{
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateBulbSpecial(e.beat, e.type, e.colorA, e.type2); },
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
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new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"),
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new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
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}),
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new GameAction("kick", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Kick(e.beat, e.toggle, e.type); }, 4f, false,
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new List<Param>()
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},
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},
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new GameAction("kick", "Special: Kick")
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{
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Kick(e.beat, e.toggle, e.type); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"),
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new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit")
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}
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),
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new GameAction("combo", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Combo(e.beat, e.type); }, 4f, false,
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new List<Param>()
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},
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new GameAction("combo", "Special: Combo")
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{
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Combo(e.beat, e.type); },
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defaultLength = 4,
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parameters = new List<Param>()
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{
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new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit")
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}
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),
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new GameAction("hitX", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
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new List<Param>()
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},
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new GameAction("hitX", "Warnings")
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{
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); },
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoWordSound(e.beat, e.type); }
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),
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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoWordSound(e.beat, e.type); }
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},
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new GameAction("special camera", "Special Camera")
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{
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function = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); },
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defaultLength = 8f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
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},
|
||||
inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }
|
||||
),
|
||||
new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
|
||||
new GameAction("set gameplay modifiers", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.beat, e.type, e.toggle); }, 0.5f, false, new List<Param>()
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }
|
||||
},
|
||||
new GameAction("prepare", "Preparation Stance")
|
||||
{
|
||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
|
||||
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
|
||||
}),
|
||||
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>()
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);},
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("set gameplay modifiers", "Gameplay Modifiers")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.beat, e.type, e.toggle); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
|
||||
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
|
||||
}
|
||||
},
|
||||
new GameAction("set background effects", "Background Appearance")
|
||||
{
|
||||
function = 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); },
|
||||
defaultLength = 0.5f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
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"),
|
||||
|
@ -77,43 +116,96 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
|
||||
|
||||
},
|
||||
inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.SetBgEffectsUnloaded(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3, e.type4, e.type5, e.colorC, e.colorD); }
|
||||
),
|
||||
new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.SetBgEffectsUnloaded(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3, e.type4, e.type5, e.colorC, e.colorD); }
|
||||
},
|
||||
new GameAction("set object colors", "Object Colors")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"),
|
||||
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
|
||||
new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"),
|
||||
},
|
||||
inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }
|
||||
),
|
||||
new GameAction("particle effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetParticleEffect(e.beat, e.type, e.valA, e.valB); }, 0.5f, false, new List<Param>()
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }
|
||||
},
|
||||
new GameAction("particle effects", "Particle Effects")
|
||||
{
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"),
|
||||
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect")
|
||||
}),
|
||||
new GameAction("force facial expression", delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetParticleEffect(e.beat, e.type, e.valA, e.valB); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"),
|
||||
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect")
|
||||
}
|
||||
},
|
||||
new GameAction("force facial expression", "Set Facial Expression")
|
||||
{
|
||||
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
|
||||
}),
|
||||
function = delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity.type); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
|
||||
}
|
||||
},
|
||||
|
||||
// These are still here for backwards-compatibility but are hidden in the editor
|
||||
new GameAction("pot", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Pot); }, 2, hidden: true),
|
||||
new GameAction("rock", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Rock); }, 2, hidden: true),
|
||||
new GameAction("ball", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Ball); }, 2, hidden: true),
|
||||
new GameAction("tacobell", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.TacoBell); }, 2, hidden: true),
|
||||
new GameAction("hit4", delegate { KarateMan.instance.DoWord(eventCaller.currentEntity.beat, (int) KarateMan.HitThree.HitFour); }, hidden: true),
|
||||
new GameAction("bgfxon", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.Sunburst, e.beat, e.length); }, hidden: true),
|
||||
new GameAction("bgfxoff", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.None, e.beat, e.length); }, hidden: true),
|
||||
new GameAction("hit3", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
|
||||
new List<Param>()
|
||||
new GameAction("pot", "")
|
||||
{
|
||||
function = delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Pot); },
|
||||
defaultLength = 2,
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("rock", "")
|
||||
{
|
||||
function = delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Rock); },
|
||||
defaultLength = 2,
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("ball", "")
|
||||
{
|
||||
function = delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Ball); },
|
||||
defaultLength = 2,
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("tacobell", "")
|
||||
{
|
||||
function = delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.TacoBell); },
|
||||
defaultLength = 2,
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("bgfxon", "")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.Sunburst, e.beat, e.length); },
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("bgfxoff", "")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.None, e.beat, e.length); },
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("hit3", "")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
||||
},
|
||||
hidden: true),
|
||||
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.currentBgEffect); }, 0.5f, false,
|
||||
new List<Param>()
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("hit4", "")
|
||||
{
|
||||
function = delegate { KarateMan.instance.DoWord(eventCaller.currentEntity.beat, (int) KarateMan.HitThree.HitFour); },
|
||||
hidden = true
|
||||
},
|
||||
new GameAction("set background color", "")
|
||||
{
|
||||
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.currentBgEffect); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
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"),
|
||||
|
@ -121,22 +213,32 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
|
||||
|
||||
},
|
||||
hidden: true),
|
||||
new GameAction("set background fx", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx(e.type, e.beat, e.length); }, 0.5f, false, new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
|
||||
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 GameAction("set background fx", "")
|
||||
{
|
||||
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"),
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx(e.type, e.beat, e.length); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
hidden: true),
|
||||
|
||||
new GameAction("set background texture", "")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA, e.colorB); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = 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
|
||||
},
|
||||
},
|
||||
new List<string>() {"agb", "ntr", "rvl", "ctr", "pco", "normal"},
|
||||
"karate", "en",
|
||||
|
|
|
@ -15,25 +15,38 @@ namespace HeavenStudio.Games.Loaders
|
|||
return new Minigame("pajamaParty", "Pajama Party", "965076", false, false, new List<GameAction>()
|
||||
{
|
||||
// both same timing
|
||||
new GameAction("jump (side to middle)", delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);}, 4f, false,
|
||||
inactiveFunction: delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
|
||||
),
|
||||
new GameAction("jump (back to front)", delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);}, 4f, false,
|
||||
inactiveFunction: delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
|
||||
),
|
||||
new GameAction("jump (side to middle)", "Side to Middle Jumps")
|
||||
{
|
||||
function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);},
|
||||
defaultLength = 4f,
|
||||
inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
|
||||
},
|
||||
new GameAction("jump (back to front)", "Back to Front Jumps")
|
||||
{
|
||||
function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);},
|
||||
defaultLength = 4f,
|
||||
inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
|
||||
},
|
||||
//idem
|
||||
new GameAction("slumber", delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e.toggle, e.type);}, 8f, false, parameters: new List<Param>()
|
||||
new GameAction("slumber", "Slumber")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e.toggle, e.type);},
|
||||
defaultLength = 8f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
|
||||
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
|
||||
},
|
||||
inactiveFunction: delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e.toggle);}
|
||||
),
|
||||
new GameAction("throw", delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);}, 8f, false,
|
||||
inactiveFunction: delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
|
||||
),
|
||||
//cosmetic
|
||||
// new GameAction("open / close background", delegate { }, 2f, true),
|
||||
inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e.toggle);}
|
||||
},
|
||||
new GameAction("throw", "Throw Pillows")
|
||||
{
|
||||
function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);},
|
||||
defaultLength = 8f,
|
||||
inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
|
||||
},
|
||||
// todo cosmetic crap
|
||||
// background stuff
|
||||
// do shit with mako's face? (talking?)
|
||||
},
|
||||
new List<string>() {"ctr", "normal"},
|
||||
|
|
|
@ -15,32 +15,74 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("start interval", delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
|
||||
new GameAction("short hair", delegate { RhythmTweezers.instance.SpawnHair(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("start interval", "Start Interval")
|
||||
{
|
||||
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
|
||||
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
|
||||
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>()
|
||||
function = delegate { RhythmTweezers.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("short hair", "Short Hair")
|
||||
{
|
||||
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
|
||||
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
|
||||
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("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>()
|
||||
|
||||
function = delegate { RhythmTweezers.instance.SpawnHair(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("long hair", "Curly Hair")
|
||||
{
|
||||
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>()
|
||||
function = delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("next vegetable", "Swap Vegetable")
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade")
|
||||
} ),
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e.type, e.colorA, e.colorB); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
|
||||
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
|
||||
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
|
||||
}
|
||||
},
|
||||
new GameAction("change vegetable", "Change Vegetable (Instant)")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
|
||||
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
|
||||
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
|
||||
}
|
||||
},
|
||||
new GameAction("set tweezer delay", "Offset Tweezer")
|
||||
{
|
||||
function = delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; },
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("reset tweezer delay", "Reset Tweezer Offset")
|
||||
{
|
||||
function = delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; },
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("set background color", "Background Colour")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
|
||||
}
|
||||
},
|
||||
new GameAction("fade background color", "Background Fade")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade")
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,15 +14,19 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "00165D", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("spawn object", delegate
|
||||
new GameAction("spawn object", "Toss Object")
|
||||
{
|
||||
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, (int) eventCaller.currentEntity.valA);
|
||||
}, 8, false, new List<Param>()
|
||||
{
|
||||
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
|
||||
}),
|
||||
//new GameAction("start bopping", delegate { SamuraiSliceNtr.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1),
|
||||
function = delegate
|
||||
{
|
||||
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, (int) eventCaller.currentEntity.valA);
|
||||
},
|
||||
defaultLength = 8,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
|
||||
}
|
||||
},
|
||||
},
|
||||
new List<string>() {"ntr", "normal"},
|
||||
"ntrsamurai", "en",
|
||||
|
|
|
@ -12,25 +12,51 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("spaceball", "Spaceball", "00A518", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("shoot", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.type); }, 2, false, new List<Param>()
|
||||
new GameAction("shoot", "Pitch Ball")
|
||||
{
|
||||
new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
|
||||
} ),
|
||||
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3, false, new List<Param>()
|
||||
function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.type); },
|
||||
defaultLength = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
|
||||
}
|
||||
},
|
||||
new GameAction("shootHigh", "Pitch High Ball")
|
||||
{
|
||||
new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
|
||||
} ),
|
||||
new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>()
|
||||
function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); },
|
||||
defaultLength = 3,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
|
||||
}
|
||||
},
|
||||
new GameAction("costume", "Change Batter Costume")
|
||||
{
|
||||
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("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>()
|
||||
function = delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
|
||||
}
|
||||
},
|
||||
new GameAction("alien", "Show Alien")
|
||||
{
|
||||
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", "The easing function to use while zooming")
|
||||
} ),
|
||||
new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ),
|
||||
function = delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); }
|
||||
},
|
||||
new GameAction("camera", "Zoom Camera")
|
||||
{
|
||||
function = delegate { Spaceball.instance.OverrideCurrentZoom(); },
|
||||
defaultLength = 4,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
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", "The easing function to use while zooming")
|
||||
}
|
||||
},
|
||||
new GameAction("prepare dispenser", "Dispenser Prepare")
|
||||
{
|
||||
function = delegate { Spaceball.instance.PrepareDispenser(); },
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,26 +14,72 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP]</color>", "93ffb3", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", delegate { TapTrial.instance.Bop(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
|
||||
}),
|
||||
new GameAction("tap", delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
new GameAction("double tap", delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
new GameAction("triple tap", delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); }, 4.0f, false),
|
||||
new GameAction("jump tap prep", delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); }, 1.0f, false),
|
||||
new GameAction("jump tap", delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
new GameAction("final jump tap", delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
|
||||
new GameAction("scroll event", delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
|
||||
function = delegate { TapTrial.instance.Bop(eventCaller.currentEntity.toggle); },
|
||||
defaultLength = .5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
|
||||
}
|
||||
},
|
||||
new GameAction("tap", "Tap")
|
||||
{
|
||||
new Param("toggle", false, "Scroll FX", "Will scroll"),
|
||||
new Param("toggle", false, "Flash FX", "Will flash to white"),
|
||||
}),
|
||||
new GameAction("giraffe events", delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
|
||||
|
||||
function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("double tap", "Double Tap")
|
||||
{
|
||||
new Param("toggle", false, "Enter", "Giraffe will enter the scene"),
|
||||
new Param("toggle", false, "Exit", "Giraffe will exit the scene"),
|
||||
})
|
||||
|
||||
function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("triple tap", "Triple Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 4.0f
|
||||
},
|
||||
new GameAction("jump tap prep", "Prepare Stance")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); },
|
||||
},
|
||||
new GameAction("jump tap", "Jump Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("final jump tap", "Final Jump Tap")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); },
|
||||
defaultLength = 2.0f
|
||||
},
|
||||
new GameAction("scroll event", "Scroll Background")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); },
|
||||
defaultLength = .5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Scroll FX", "Will scroll"),
|
||||
new Param("toggle", false, "Flash FX", "Will flash to white"),
|
||||
}
|
||||
},
|
||||
new GameAction("giraffe events", "Giraffe Animations")
|
||||
{
|
||||
|
||||
function = delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); },
|
||||
defaultLength = .5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Enter", "Giraffe will enter the scene"),
|
||||
new Param("toggle", false, "Exit", "Giraffe will exit the scene"),
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,14 +15,24 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("trickClass", "Trick on the Class", "C0171D", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("toss", delegate
|
||||
new GameAction("toss", "Toss Object")
|
||||
{
|
||||
TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
|
||||
}, 3, false, new List<Param>()
|
||||
function = delegate
|
||||
{
|
||||
TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
|
||||
},
|
||||
defaultLength = 3,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss")
|
||||
}
|
||||
},
|
||||
new GameAction("bop", "")
|
||||
{
|
||||
new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss")
|
||||
}),
|
||||
new GameAction("bop", delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); }, 1, true, hidden: true),
|
||||
function = delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); },
|
||||
resizable = true,
|
||||
hidden = true
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -136,35 +136,56 @@ namespace HeavenStudio
|
|||
public class GameAction
|
||||
{
|
||||
public string actionName;
|
||||
public string displayName;
|
||||
public EventCallback function;
|
||||
public float defaultLength;
|
||||
public bool resizable;
|
||||
public List<Param> parameters;
|
||||
public bool hidden;
|
||||
public EventCallback inactiveFunction;
|
||||
public EventCallback preFunction;
|
||||
|
||||
/// <summary>
|
||||
/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
|
||||
/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
|
||||
/// </summary>
|
||||
/// <param name="actionName">Name of the block</param>
|
||||
/// <param name="function"><para>What the block does when read during playback</para>
|
||||
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
||||
/// <param name="actionName">Entity model name</param>
|
||||
/// <param name="displayName">Name of the block used in the UI</param>
|
||||
/// <param name="defaultLength">How long the block appears in the editor</param>
|
||||
/// <param name="resizable">Allows the user to resize the block</param>
|
||||
/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
|
||||
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
||||
/// <param name="function"><para>What the block does when read during playback</para>
|
||||
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
||||
/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
|
||||
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false, EventCallback inactiveFunction = null)
|
||||
/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
|
||||
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
||||
public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false)
|
||||
{
|
||||
this.actionName = actionName;
|
||||
this.function = function;
|
||||
if (displayName == String.Empty) this.displayName = actionName;
|
||||
else this.displayName = displayName;
|
||||
this.defaultLength = defaultLength;
|
||||
this.resizable = resizable;
|
||||
this.parameters = parameters;
|
||||
this.hidden = hidden;
|
||||
if(inactiveFunction == null) inactiveFunction = delegate { };
|
||||
this.inactiveFunction = inactiveFunction;
|
||||
|
||||
this.function = function ?? delegate { };
|
||||
this.inactiveFunction = inactiveFunction ?? delegate { };
|
||||
this.preFunction = prescheduleFunction ?? delegate { };
|
||||
|
||||
//todo: converting to new versions of GameActions
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>Shorthand constructor for a GameAction with only required data</para>
|
||||
/// </summary>
|
||||
/// <param name="actionName">Entity model name</param>
|
||||
/// <param name="displayName">Name of the block used in the UI</param>
|
||||
public GameAction(string actionName, string displayName)
|
||||
{
|
||||
this.actionName = actionName;
|
||||
if (displayName == String.Empty) this.displayName = actionName;
|
||||
else this.displayName = displayName;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -179,7 +200,7 @@ namespace HeavenStudio
|
|||
/// <summary>
|
||||
/// A parameter that changes the function of a GameAction.
|
||||
/// </summary>
|
||||
/// <param name="propertyName">The name of the variable that's being changed. Must be one of the variables in <see cref="Beatmap.Entity"/></param>
|
||||
/// <param name="propertyName">The name of the variable that's being changed.</param>
|
||||
/// <param name="parameter">The value of the parameter</param>
|
||||
/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
|
||||
public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
|
||||
|
@ -192,6 +213,7 @@ namespace HeavenStudio
|
|||
}
|
||||
|
||||
public delegate void EventCallback();
|
||||
public delegate void ParamChangeCallback(string paramName, object paramValue, DynamicBeatmap.DynamicEntity entity);
|
||||
|
||||
// overengineered af but it's a modified version of
|
||||
// https://stackoverflow.com/a/19877141
|
||||
|
@ -216,48 +238,44 @@ namespace HeavenStudio
|
|||
{
|
||||
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
|
||||
{
|
||||
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");
|
||||
if (Timeline.instance != null)
|
||||
Timeline.instance?.Stop(0);
|
||||
else
|
||||
GameManager.instance.Stop(0);
|
||||
}),
|
||||
new GameAction("skill star", delegate { }, 1f, true),
|
||||
|
||||
new GameAction("toggle inputs", delegate
|
||||
{
|
||||
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
|
||||
}, 0.5f, true, new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Enable Inputs")
|
||||
}),
|
||||
new GameAction("switchGame", "Switch Game", 0.5f, false,
|
||||
function: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); },
|
||||
inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }
|
||||
),
|
||||
new GameAction("end", "End Remix",
|
||||
function: delegate {
|
||||
Debug.Log("end");
|
||||
if (Timeline.instance != null)
|
||||
Timeline.instance?.Stop(0);
|
||||
else
|
||||
GameManager.instance.Stop(0);
|
||||
}
|
||||
),
|
||||
new GameAction("skill star", "Skill Star", 1f, true),
|
||||
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Enable Inputs")
|
||||
},
|
||||
delegate
|
||||
{
|
||||
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
|
||||
}
|
||||
),
|
||||
|
||||
// DEPRECATED! Now in VFX
|
||||
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")
|
||||
}, hidden: true ),
|
||||
|
||||
new GameAction("move camera", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
// These are still here for backwards-compatibility but are hidden in the editor
|
||||
new GameAction("flash", "", 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")
|
||||
},
|
||||
hidden: true
|
||||
),
|
||||
new GameAction("move camera", "", 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
||||
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
||||
|
@ -265,10 +283,7 @@ namespace HeavenStudio
|
|||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
},
|
||||
hidden: true ),
|
||||
|
||||
new GameAction("rotate camera", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
new GameAction("rotate camera", "", 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
||||
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
||||
|
@ -280,119 +295,131 @@ namespace HeavenStudio
|
|||
|
||||
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
||||
{
|
||||
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", "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 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 Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
|
||||
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
||||
}),
|
||||
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("and", delegate {SoundEffects.And(); }, 0.5f),
|
||||
new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
||||
}),
|
||||
new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
|
||||
},
|
||||
delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }
|
||||
),
|
||||
new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
|
||||
},
|
||||
delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }
|
||||
),
|
||||
new GameAction("count", "Count", 1f, false,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
|
||||
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
||||
},
|
||||
delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }
|
||||
),
|
||||
new GameAction("cowbell", "Cowbell",
|
||||
function: delegate { SoundEffects.Cowbell(); }
|
||||
),
|
||||
new GameAction("ready!", "Ready!", 2f, true,
|
||||
function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }
|
||||
),
|
||||
new GameAction("and", "And", 0.5f,
|
||||
function: delegate { SoundEffects.And(); }
|
||||
),
|
||||
new GameAction("go!", "Go!", 1f, false,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
||||
},
|
||||
function: delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }
|
||||
),
|
||||
|
||||
// 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 (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
|
||||
new GameAction("8 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
|
||||
new GameAction("8 beat count-in (cowbell)", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, 4f, hidden: true),
|
||||
new GameAction("one", delegate { SoundEffects.Count(0, false); }, 1f, hidden: true),
|
||||
new GameAction("one (alt)", delegate { SoundEffects.Count(0, true); }, 1f, hidden: true),
|
||||
new GameAction("two", delegate { SoundEffects.Count(1, false); }, 1f, hidden: true),
|
||||
new GameAction("two (alt)", delegate { SoundEffects.Count(1, true); }, 1f, hidden: true),
|
||||
new GameAction("three", delegate { SoundEffects.Count(2, false); }, 1f, hidden: true),
|
||||
new GameAction("three (alt)", delegate { SoundEffects.Count(2, true); }, 1f, hidden: true),
|
||||
new GameAction("four", delegate { SoundEffects.Count(3, false); }, 1f, hidden: true),
|
||||
new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
|
||||
new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
|
||||
new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true),
|
||||
new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true),
|
||||
new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true),
|
||||
new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true),
|
||||
|
||||
new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true),
|
||||
new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true),
|
||||
new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true),
|
||||
new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true),
|
||||
new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true),
|
||||
new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true),
|
||||
new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true),
|
||||
new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true),
|
||||
new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, hidden: true),
|
||||
}),
|
||||
|
||||
new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
|
||||
{
|
||||
new GameAction("flash", delegate
|
||||
{
|
||||
new GameAction("flash", "Flash", 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", "Move Camera", 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
||||
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
||||
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
}
|
||||
),
|
||||
new GameAction("rotate camera", "Rotate Camera", 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
||||
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
||||
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
}
|
||||
),
|
||||
|
||||
/*Color colA = eventCaller.currentEntity.colorA;
|
||||
Color colB = eventCaller.currentEntity.colorB;
|
||||
new GameAction("screen shake", "Screen Shake", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
|
||||
new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
|
||||
}
|
||||
),
|
||||
|
||||
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")
|
||||
}, hidden: false ),
|
||||
|
||||
new GameAction("move camera", delegate {}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
||||
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
||||
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
} ),
|
||||
|
||||
new GameAction("rotate camera", delegate {}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
||||
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
||||
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
||||
} ),
|
||||
|
||||
new GameAction("screen shake", delegate {}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
|
||||
new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
|
||||
} ),
|
||||
|
||||
new GameAction("display textbox", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
|
||||
} ),
|
||||
new GameAction("display open captions", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
|
||||
} ),
|
||||
new GameAction("display closed captions", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
|
||||
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
|
||||
} ),
|
||||
new GameAction("display song artist", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
|
||||
new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
|
||||
} ),
|
||||
new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
|
||||
}
|
||||
),
|
||||
new GameAction("display open captions", "Display Open Captions", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
|
||||
}
|
||||
),
|
||||
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
|
||||
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
|
||||
}
|
||||
),
|
||||
new GameAction("display song artist", "Display Song Info", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
|
||||
new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
|
||||
}
|
||||
),
|
||||
}),
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue