mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Further simplified Coin Toss
Also added 3 new color attributes: colorD, colorE, and colorF
This commit is contained in:
parent
51c0eb0725
commit
f59a3ed04f
3 changed files with 31 additions and 19 deletions
|
@ -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;
|
||||
|
|
|
@ -24,17 +24,15 @@ namespace HeavenStudio.Games.Loaders
|
|||
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")
|
||||
} ),
|
||||
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
|
||||
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("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")
|
||||
} ),
|
||||
|
||||
|
||||
//left in for backwards-compatibility, but cannot be placed
|
||||
|
||||
|
@ -42,9 +40,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
{
|
||||
new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
|
||||
},
|
||||
hidden: true
|
||||
)
|
||||
|
||||
}, 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",
|
||||
|
|
|
@ -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.type);
|
||||
}, 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 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
|
||||
)
|
||||
|
||||
|
||||
});;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue