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Merge branch 'master' into karate-man-2-part2
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commit
e381f89399
3 changed files with 12798 additions and 9 deletions
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@ -30,6 +30,7 @@ namespace HeavenStudio
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public int track;
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// consideration: use arrays instead of hardcoding fixed parameter names
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// note from zeo: yeah definately use arrays
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
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@ -38,6 +39,9 @@ namespace HeavenStudio
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type3;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type4;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type5;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type6;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
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@ -45,22 +45,19 @@ namespace HeavenStudio.Games.Loaders
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new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
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new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
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}),
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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); }, 0.5f, true, new List<Param>()
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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>()
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{
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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", "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", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
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new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed")
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new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
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new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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}),
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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>()
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{
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new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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}),
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new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.instance.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
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{
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new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
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@ -108,6 +105,15 @@ namespace HeavenStudio.Games.Loaders
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},
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hidden: true),
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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>()
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{
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new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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},
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hidden: true),
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});
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}
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}
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