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vfx flashes work again
thanks for the help, minenice
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parent
e337fe650e
commit
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2 changed files with 10 additions and 3 deletions
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@ -47,7 +47,11 @@ namespace HeavenStudio.Games.Global
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// startColor = new Color(1, 1, 1, 0);
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// endColor = new Color(1, 1, 1, 0);
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allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" });
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allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
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Test(beat);
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// backwards-compatibility baybee
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allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
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Test(beat);
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}
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@ -271,6 +271,7 @@ namespace HeavenStudio
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},
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hidden: true ),
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}),
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new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
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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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@ -308,9 +309,10 @@ namespace HeavenStudio
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new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
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new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
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}),
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new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
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{
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new GameAction("flash", delegate
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new GameAction("flash", delegate
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{
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/*Color colA = eventCaller.currentEntity.colorA;
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@ -328,7 +330,8 @@ namespace HeavenStudio
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease")
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} ),
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}, hidden: false ),
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new GameAction("move camera", delegate
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{
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//TODO: move cam
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