mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
Merge branch 'master' into karate-man-2
This commit is contained in:
commit
94bd62d5a2
20 changed files with 105 additions and 50 deletions
|
@ -38340,7 +38340,7 @@ MonoBehaviour:
|
|||
SongPos: {fileID: 1567318397}
|
||||
CurrentTempo: {fileID: 1783963081}
|
||||
eventObjs: []
|
||||
LayerCount: 4
|
||||
LayerCount: 5
|
||||
metronomeEnabled: 0
|
||||
resizable: 0
|
||||
snapInterval: 0.25
|
||||
|
|
|
@ -42,6 +42,9 @@ namespace HeavenStudio
|
|||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorC;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorD;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorE;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorF;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text1;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text2;
|
||||
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text3;
|
||||
|
@ -74,7 +77,7 @@ namespace HeavenStudio
|
|||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"You probably misspelled a paramater, or defined the object type wrong. Exception log: {ex}");
|
||||
UnityEngine.Debug.LogError($"You probably misspelled a parameter, or defined the object type wrong. Exception log: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class CtrBearLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("blueBear", "Blue Bear \n<color=#eb5454>[WIP don't use]</color>", "B4E6F6", false, false, new List<GameAction>()
|
||||
return new Minigame("blueBear", "Blue Bear", "B4E6F6", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("donut", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); }, 3, false),
|
||||
new GameAction("cake", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, 4, false),
|
||||
|
|
|
@ -12,32 +12,42 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("coinToss", "Coin Toss \n [One coin at a time!]", "B4E6F6", false, false, new List<GameAction>()
|
||||
return new Minigame("coinToss", "Coin Toss", "B4E6F6", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
|
||||
}),
|
||||
|
||||
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.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; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); CoinToss.instance.ChangeBackgroundColor(e.colorB, 0f, true); }, 0.5f, false, new List<Param>()
|
||||
{
|
||||
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to")
|
||||
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
|
||||
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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} ),
|
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new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
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new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); CoinToss.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); }, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", CoinToss.defaultBgColor, "End Color", "The ending color in the fade")
|
||||
new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
|
||||
new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
|
||||
new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
|
||||
} ),
|
||||
|
||||
new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>()
|
||||
|
||||
|
||||
//left in for backwards-compatibility, but cannot be placed
|
||||
|
||||
new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>
|
||||
|
||||
{
|
||||
new Param("colorA", CoinToss.defaultFgColor, "Background Color", "The background color to change to")
|
||||
} ),
|
||||
new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
|
||||
|
||||
}, hidden: true ),
|
||||
|
||||
new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
|
||||
} ),
|
||||
}, hidden: true ),
|
||||
},
|
||||
new List<string>() {"ntr", "aim"},
|
||||
"ntrcoin", "en",
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbFireworkLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
||||
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
|
||||
{
|
||||
});
|
||||
}
|
||||
|
|
|
@ -47,7 +47,11 @@ namespace HeavenStudio.Games.Global
|
|||
// startColor = new Color(1, 1, 1, 0);
|
||||
// endColor = new Color(1, 1, 1, 0);
|
||||
|
||||
allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" });
|
||||
allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
|
||||
Test(beat);
|
||||
|
||||
// backwards-compatibility baybee
|
||||
allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
|
||||
Test(beat);
|
||||
}
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
}),
|
||||
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
|
||||
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
|
||||
new GameAction("hit3", delegate
|
||||
new GameAction("hitX", delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
switch ((KarateMan.HitThree)e.type)
|
||||
|
@ -47,26 +47,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("type", KarateMan.HitThree.HitThree, "Type", "What should be called out")
|
||||
}),
|
||||
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
|
||||
new GameAction("set background color", delegate {
|
||||
new GameAction("set background effects", delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
var c = KarateMan.instance.BackgroundColors[e.type];
|
||||
if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
|
||||
KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
|
||||
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type3);
|
||||
}, 0.5f, false, 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"),
|
||||
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
|
||||
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
|
||||
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
|
||||
|
||||
}),
|
||||
new GameAction("set background fx", delegate {
|
||||
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
|
||||
}, 0.5f, false, new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
|
||||
|
||||
}),
|
||||
// These are still here for backwards-compatibility but are hidden in the editor
|
||||
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
|
||||
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
|
||||
|
@ -75,8 +71,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
|
||||
new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
|
||||
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
|
||||
new GameAction("set background fx", delegate {
|
||||
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
|
||||
}, 0.5f, false, new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
|
||||
|
||||
});
|
||||
},
|
||||
hidden: true
|
||||
)
|
||||
|
||||
|
||||
});;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class RvlRocketLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("launch party", "Launch Party \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
||||
return new Minigame("launch party", "Launch Party \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
|
||||
{
|
||||
});
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class PcoSomenLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("rhythmSomen", "Rhythm Sōmen \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
||||
return new Minigame("rhythmSomen", "Rhythm Sōmen", "000000", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
|
||||
new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false),
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class NtrSamuraiLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP]</color>", "00165D", false, false, new List<GameAction>()
|
||||
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "00165D", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("spawn object", delegate
|
||||
{
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbTapLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP don't use]</color>", "93ffb3", false, false, new List<GameAction>()
|
||||
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>()
|
||||
{
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("tram&Pauline", "Tram&Pauline \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
||||
return new Minigame("tram&Pauline", "Tram & Pauline \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("curtains", delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); }, 0.5f),
|
||||
new GameAction("SFX", delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
|
||||
|
|
|
@ -13,7 +13,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class MobTrickLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP]</color>", "C0171D", false, false, new List<GameAction>()
|
||||
return new Minigame("trickClass", "Trick on the Class", "C0171D", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("toss", delegate
|
||||
{
|
||||
|
|
|
@ -59,6 +59,9 @@ namespace HeavenStudio.Editor
|
|||
case 3:
|
||||
c = theme.properties.Layer4Col.Hex2RGB();
|
||||
break;
|
||||
case 4:
|
||||
c = theme.properties.Layer5Col.Hex2RGB();
|
||||
break;
|
||||
}
|
||||
|
||||
layer.GetComponent<Image>().color = c;
|
||||
|
|
|
@ -19,6 +19,7 @@ namespace HeavenStudio.Editor
|
|||
public string Layer2Col;
|
||||
public string Layer3Col;
|
||||
public string Layer4Col;
|
||||
public string Layer5Col;
|
||||
|
||||
public string EventSelectedCol;
|
||||
public string EventNormalCol;
|
||||
|
|
|
@ -24,7 +24,7 @@ namespace HeavenStudio.Editor.Track
|
|||
cam = Editor.instance.EditorCamera;
|
||||
float layerScaleDist = cam.WorldToScreenPoint(Timeline.instance.LayerCorners[1]).y - Camera.main.WorldToScreenPoint(Timeline.instance.LayerCorners[0]).y;
|
||||
float modScale = Timeline.GetScaleModifier();
|
||||
rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, layerScaleDist/4 * (1/modScale));
|
||||
rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, layerScaleDist/5 * (1/modScale));
|
||||
}
|
||||
catch (System.NullReferenceException)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace HeavenStudio.Editor.Track
|
|||
private Vector2 lastMousePos;
|
||||
public List<TimelineEventObj> eventObjs = new List<TimelineEventObj>();
|
||||
private bool lastFrameDrag;
|
||||
public int LayerCount = 4;
|
||||
public int LayerCount = 5;
|
||||
public bool metronomeEnabled;
|
||||
public bool resizable;
|
||||
private bool movingPlayback;
|
||||
|
@ -652,12 +652,12 @@ namespace HeavenStudio.Editor.Track
|
|||
public float SnapToLayer(float y)
|
||||
{
|
||||
float size = LayerHeight();
|
||||
return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * 3f, 0f);
|
||||
return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * 4f, 0f);
|
||||
}
|
||||
|
||||
public float LayerHeight()
|
||||
{
|
||||
return LayersRect.rect.height / 4f;
|
||||
return LayersRect.rect.height / 5f;
|
||||
}
|
||||
|
||||
public void SetPlaybackSpeed(float speed)
|
||||
|
|
|
@ -452,6 +452,9 @@ namespace HeavenStudio.Editor.Track
|
|||
case 3:
|
||||
c = EditorTheme.theme.properties.Layer4Col.Hex2RGB();
|
||||
break;
|
||||
case 4:
|
||||
c = EditorTheme.theme.properties.Layer5Col.Hex2RGB();
|
||||
break;
|
||||
}
|
||||
|
||||
// c = new Color(c.r, c.g, c.b, 0.85f);
|
||||
|
|
|
@ -2,16 +2,17 @@
|
|||
|
||||
{
|
||||
|
||||
"name": "Rhythm Heaven Mania Default Editor Theme",
|
||||
"name": "Heaven Studio Default Editor Theme",
|
||||
|
||||
"properties": {
|
||||
"TempoLayerCol": "6cbcc4",
|
||||
"MusicLayerCol": "a663cc",
|
||||
|
||||
"Layer1Col": "ef476f",
|
||||
"Layer2Col": "ffd166",
|
||||
"Layer3Col": "06d6a0",
|
||||
"Layer4Col": "118ab2",
|
||||
"Layer2Col": "f5813d",
|
||||
"Layer3Col": "ffd166",
|
||||
"Layer4Col": "06d6a0",
|
||||
"Layer5Col": "118ab2",
|
||||
|
||||
"EventSelectedCol": "61e5ff",
|
||||
"EventNormalCol": "FFFFFF",
|
||||
|
|
|
@ -219,6 +219,16 @@ namespace HeavenStudio
|
|||
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
|
||||
new GameAction("end", delegate { Debug.Log("end"); GameManager.instance.Stop(0); Timeline.instance?.SetTimeButtonColors(true, false, false);}),
|
||||
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")
|
||||
}),
|
||||
|
||||
// DEPRECATED! Now in VFX
|
||||
new GameAction("flash", delegate
|
||||
{
|
||||
|
||||
|
@ -237,16 +247,8 @@ namespace HeavenStudio
|
|||
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
||||
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
} ),
|
||||
new GameAction("toggle inputs", delegate
|
||||
{
|
||||
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
|
||||
}, 0.5f, true, new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Enable Inputs")
|
||||
}),
|
||||
}, hidden: true ),
|
||||
|
||||
// DEPRECATED! Now in VFX
|
||||
new GameAction("move camera", delegate
|
||||
{
|
||||
}, 1f, true, new List<Param>()
|
||||
|
@ -269,6 +271,7 @@ namespace HeavenStudio
|
|||
},
|
||||
hidden: true ),
|
||||
}),
|
||||
|
||||
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>()
|
||||
|
@ -306,8 +309,29 @@ namespace HeavenStudio
|
|||
new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
|
||||
new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
|
||||
}),
|
||||
|
||||
new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
|
||||
{
|
||||
new GameAction("flash", delegate
|
||||
{
|
||||
|
||||
/*Color colA = eventCaller.currentEntity.colorA;
|
||||
Color colB = eventCaller.currentEntity.colorB;
|
||||
|
||||
Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
|
||||
Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
|
||||
|
||||
GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
|
||||
|
||||
}, 1f, true, new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color"),
|
||||
new Param("colorB", Color.white, "End Color"),
|
||||
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
||||
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
}, hidden: false ),
|
||||
|
||||
new GameAction("move camera", delegate
|
||||
{
|
||||
//TODO: move cam
|
||||
|
|
Loading…
Reference in a new issue