mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Added tooltips for all existing parameters
This commit is contained in:
parent
6a43469056
commit
8704daf8f9
2 changed files with 46 additions and 40 deletions
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@ -85,15 +85,16 @@ namespace RhythmHeavenMania.Editor
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object param = action.parameters[i].parameter;
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object param = action.parameters[i].parameter;
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string caption = action.parameters[i].propertyCaption;
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string caption = action.parameters[i].propertyCaption;
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string propertyName = action.parameters[i].propertyName;
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string propertyName = action.parameters[i].propertyName;
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string tooltip = action.parameters[i].tooltip;
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AddParam(propertyName, param, caption);
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AddParam(propertyName, param, caption, tooltip);
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}
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}
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active = true;
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active = true;
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}
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}
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}
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}
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private void AddParam(string propertyName, object type, string caption)
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private void AddParam(string propertyName, object type, string caption, string tooltip = "")
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{
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{
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GameObject prefab = IntegerP;
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GameObject prefab = IntegerP;
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@ -125,6 +126,11 @@ namespace RhythmHeavenMania.Editor
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input.SetActive(true);
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input.SetActive(true);
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input.transform.localScale = Vector2.one;
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input.transform.localScale = Vector2.one;
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if(tooltip != "")
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{
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Tooltip.AddTooltip(input, "", tooltip);
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}
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var property = input.GetComponent<EventPropertyPrefab>();
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var property = input.GetComponent<EventPropertyPrefab>();
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property.SetProperties(propertyName, type, caption);
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property.SetProperties(propertyName, type, caption);
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}
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}
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@ -125,23 +125,23 @@ namespace RhythmHeavenMania
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{
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{
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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>()
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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>()
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{
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type")
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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}),
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}),
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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>()
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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>()
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{
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type")
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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}),
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}),
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new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>()
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new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List<Param>()
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{
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{
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new Param("type", SoundEffects.CountNumbers.One, "Number"),
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new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
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new Param("toggle", false, "Alt")
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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}),
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new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f),
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new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f),
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new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true),
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new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true),
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new GameAction("and", delegate {SoundEffects.And(); }, 0.5f),
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new GameAction("and", delegate {SoundEffects.And(); }, 0.5f),
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new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
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new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List<Param>()
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{
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{
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new Param("toggle", false, "Alt")
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
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new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true),
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@ -162,7 +162,7 @@ namespace RhythmHeavenMania
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{
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{
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new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
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new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
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{
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{
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new Param("type", ForkLifter.FlickType.Pea, "Object")
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new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
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}),
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}),
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new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
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new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
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new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
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new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
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@ -180,11 +180,11 @@ namespace RhythmHeavenMania
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new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
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new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
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new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>()
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new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>()
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{
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{
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new Param("toggle", false, "Alt")
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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}),
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new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
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new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
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{
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{
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new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count")
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new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count", "The amount of lions")
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}),
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}),
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// This is still here for backwards-compatibility but is hidden in the editor
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// This is still here for backwards-compatibility but is hidden in the editor
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new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true),
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new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true),
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@ -195,13 +195,13 @@ namespace RhythmHeavenMania
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new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3),
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new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3),
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new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>()
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new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List<Param>()
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{
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{
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new Param("type", Spaceball.CostumeType.Standard, "Type")
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new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
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} ),
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} ),
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new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ),
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new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ),
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new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>()
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new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List<Param>()
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{
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{
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new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom"),
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new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease")
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming")
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} ),
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} ),
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new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ),
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new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ),
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}),
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}),
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@ -213,7 +213,7 @@ namespace RhythmHeavenMania
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KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
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KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
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}, 2, false, new List<Param>()
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}, 2, false, new List<Param>()
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{
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{
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new Param("type", KarateMan.HitType.Pot, "Object")
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new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire")
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}),
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}),
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new GameAction("bulb", delegate {
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new GameAction("bulb", delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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@ -222,8 +222,8 @@ namespace RhythmHeavenMania
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KarateMan.instance.Shoot(e.beat, 1, tint: c);
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KarateMan.instance.Shoot(e.beat, 1, tint: c);
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}, 2, false, new List<Param>()
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}, 2, false, new List<Param>()
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{
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{
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new Param("type", KarateMan.LightBulbType.Normal, "Type"),
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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(), "Custom Color")
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new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
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}),
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}),
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new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
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new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
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new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
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new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
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KarateMan.instance.Hit3(e.beat);
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KarateMan.instance.Hit3(e.beat);
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}, 1f, false, new List<Param>()
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}, 1f, false, new List<Param>()
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{
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{
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new Param("toggle", false, "Hit 4")
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new Param("toggle", false, "Hit 4", "Whether or not the \"hit 4!\" sound should be played instead")
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}),
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}),
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new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
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new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
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new GameAction("set background color", delegate {
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new GameAction("set background color", delegate {
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@ -246,17 +246,17 @@ namespace RhythmHeavenMania
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KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
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KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
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}, 0.5f, false, new List<Param>()
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}, 0.5f, false, new List<Param>()
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{
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"),
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
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}),
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}),
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new GameAction("set background fx", delegate {
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new GameAction("set background fx", delegate {
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KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
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KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
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}, 0.5f, false, new List<Param>()
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}, 0.5f, false, new List<Param>()
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{
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{
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new Param("type", KarateMan.BackgroundFXType.None, "FX Type")
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new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
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}),
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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// These are still here for backwards-compatibility but are hidden in the editor
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@ -275,7 +275,7 @@ namespace RhythmHeavenMania
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new GameAction("keep-up", delegate { }, 4f, true),
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new GameAction("keep-up", delegate { }, 4f, true),
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new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
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new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
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{
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{
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new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing")
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new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
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}),
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}),
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}),
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}),
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new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>()
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new Minigame("djSchool", "DJ School", "008c97", false, false, new List<GameAction>()
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@ -283,16 +283,16 @@ namespace RhythmHeavenMania
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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.beat, eventCaller.currentEntity.length); }, 0.5f, true),
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new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
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new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
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{
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{
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new Param("toggle", true, "Ooh")
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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", delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); }, 3f, false, new List<Param>()
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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, new List<Param>()
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{
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice"),
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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")
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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", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>()
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new GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List<Param>()
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{
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice"),
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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}),
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}),
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}),
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}),
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new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
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new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List<GameAction>()
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@ -302,26 +302,26 @@ namespace RhythmHeavenMania
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new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f),
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new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f),
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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>()
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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>()
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{
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type"),
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color")
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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} ),
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} ),
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new GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
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new GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
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{
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{
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type"),
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new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"),
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new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color")
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new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
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} ),
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} ),
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new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
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new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
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new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
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new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
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new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>()
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new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>()
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{
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{
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new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color")
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new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
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} ),
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} ),
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new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
|
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("colorA", Color.white, "Start Color"),
|
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color")
|
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade")
|
||||||
} ),
|
} ),
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
@ -340,10 +340,10 @@ namespace RhythmHeavenMania
|
||||||
var rotation = new Vector3(0, e.valA, 0);
|
var rotation = new Vector3(0, e.valA, 0);
|
||||||
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
|
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
|
||||||
}, 4, true, new List<Param>() {
|
}, 4, true, new List<Param>() {
|
||||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle"),
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
|
||||||
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom"),
|
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
|
||||||
new Param("type", Ease.Linear, "Ease"),
|
new Param("type", Ease.Linear, "Ease", "The easing function to use"),
|
||||||
new Param("type2", RotateMode.Fast, "Rotation Mode")
|
new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
|
||||||
} ),
|
} ),
|
||||||
}),
|
}),
|
||||||
new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "00BB00", true, false, new List<GameAction>()
|
new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "00BB00", true, false, new List<GameAction>()
|
||||||
|
|
Loading…
Reference in a new issue