vfx flashes work again

thanks for the help, minenice
This commit is contained in:
ThatZeoMan 2022-07-28 18:07:19 -05:00
parent e337fe650e
commit f34624e1d8
2 changed files with 10 additions and 3 deletions

View file

@ -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);
}

View file

@ -271,6 +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>()
@ -308,9 +309,10 @@ 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
new GameAction("flash", delegate
{
/*Color colA = eventCaller.currentEntity.colorA;
@ -328,7 +330,8 @@ 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")
} ),
}, hidden: false ),
new GameAction("move camera", delegate
{
//TODO: move cam