gameswitch flash toggle (#387)

vfx boutta pop off
This commit is contained in:
Zeo 2023-04-07 10:15:19 -05:00 committed by GitHub
parent 25f469c26a
commit c18d5353c5
2 changed files with 13 additions and 6 deletions

View file

@ -657,19 +657,22 @@ namespace HeavenStudio
#endregion #endregion
public void SwitchGame(string game, float beat) public void SwitchGame(string game, float beat, bool flash)
{ {
if (game != currentGame) if (game != currentGame)
{ {
if (currentGameSwitchIE != null) if (currentGameSwitchIE != null)
StopCoroutine(currentGameSwitchIE); StopCoroutine(currentGameSwitchIE);
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat)); currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat, flash));
} }
} }
IEnumerator SwitchGameIE(string game, float beat) IEnumerator SwitchGameIE(string game, float beat, bool flash)
{ {
this.GetComponent<SpriteRenderer>().enabled = true; if(flash == true)
{
this.GetComponent<SpriteRenderer>().enabled = true;
}
SetGame(game); SetGame(game);

View file

@ -259,8 +259,12 @@ namespace HeavenStudio
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>() new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
{ {
new GameAction("switchGame", "Switch Game", 0.5f, false, new GameAction("switchGame", "Switch Game", 0.5f, false,
function: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); } parameters: new List<Param>()
{
new Param("toggle", true, "Black Flash", "Enable or disable the black screen for this Game Switch")
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
), ),
new GameAction("end", "End Remix", new GameAction("end", "End Remix",
function: delegate { function: delegate {