using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using HeavenStudio.Util; using HeavenStudio.Editor.Track; using HeavenStudio.Games; using Jukebox; using Jukebox.Legacy; using System; using System.Linq; using System.Reflection; using System.IO; namespace HeavenStudio { public class Minigames { public static void InitPreprocessor() { RiqBeatmap.OnUpdateBeatmap += PreProcessBeatmap; } public static Dictionary propertiesModel = new() { // mapper set properties? (future: use this to flash the button) {"propertiesmodified", false}, ////// CATEGORY 1: SONG INFO // general chart info {"remixtitle", "New Remix"}, // chart name {"remixauthor", "Your Name"}, // charter's name {"remixdesc", "Remix Description"}, // chart description {"remixlevel", 1}, // chart difficulty (maybe offer a suggestion but still have the mapper determine it) {"remixtempo", 120f}, // avg. chart tempo {"remixtags", ""}, // chart tags {"icontype", 0}, // chart icon (presets, custom - future) {"iconurl", ""}, // custom icon location (future) {"challengetype", 0}, // perfect challenge type // chart song info {"idolgenre", "Song Genre"}, // song genre {"idolsong", "Song Name"}, // song name {"idolcredit", "Artist"}, // song artist ////// CATEGORY 2: PROLOGUE AND EPILOGUE // chart prologue {"prologuetype", 0}, // prologue card animation (future) {"prologuecaption", "Remix"}, // prologue card sub-title (future) // chart results screen messages {"resultcaption", "Rhythm League Notes"}, // result screen header {"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner, or second line for single-type) {"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type) {"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type) // the following are shown / hidden in-editor depending on the tags of the games used {"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner) {"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner) {"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner) {"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner) {"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner) {"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner) {"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner) {"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner) }; static Dictionary tempoChangeModel = new() { {"tempo", 120f}, {"swing", 0f}, {"timeSignature", new Vector2(4, 4)}, }; static Dictionary volumeChangeModel = new() { {"volume", 1f}, {"fade", Util.EasingFunction.Ease.Instant}, }; static Dictionary sectionMarkModel = new() { {"sectionName", ""}, {"isCheckpoint", false}, {"startPerfect", false}, {"breakSection", false}, {"extendsPrevious", false}, {"sectionWeight", 1f}, }; static void PreProcessSpecialEntity(RiqEntity e, Dictionary model) { foreach (var t in model) { string propertyName = t.Key; Type type = t.Value.GetType(); if (!e.dynamicData.ContainsKey(propertyName)) { e.CreateProperty(propertyName, t.Value); } Type pType = e[propertyName].GetType(); if (pType != type) { try { if (type.IsEnum) { if (pType == typeof(string)) e.dynamicData[propertyName] = (int)Enum.Parse(type, (string)e[propertyName]); else e.dynamicData[propertyName] = (int)e[propertyName]; } else if (pType == typeof(Newtonsoft.Json.Linq.JObject)) e[propertyName] = e[propertyName].ToObject(type); else e[propertyName] = Convert.ChangeType(e[propertyName], type); } catch { Debug.LogWarning($"Could not convert {propertyName} to {type}! Using default value..."); // use default value e.CreateProperty(propertyName, t.Value); } } } } /// /// processes an riq beatmap after it is loaded /// public static RiqBeatmapData? PreProcessBeatmap(string version, RiqBeatmapData data) { Debug.Log("Preprocessing beatmap..."); Minigames.Minigame game; Minigames.GameAction action; System.Type type, pType; foreach (var e in data.entities) { var gameName = e.datamodel.Split(0); var actionName = e.datamodel.Split(1); game = EventCaller.instance.GetMinigame(gameName); if (game == null) { Debug.LogWarning($"Unknown game {gameName} found in remix.json! Adding game..."); game = new Minigames.Minigame(gameName, gameName.DisplayName() + " \n[inferred from remix.json]", "", false, false, new List(), inferred: true); EventCaller.instance.minigames.Add(game); if (Editor.Editor.instance != null) Editor.Editor.instance.AddIcon(game); } action = EventCaller.instance.GetGameAction(game, actionName); if (action == null) { Debug.LogWarning($"Unknown action {gameName}/{actionName} found in remix.json! Adding action..."); var parameters = new List(); foreach (var item in e.dynamicData) { Debug.Log($"k: {item.Key}, v: {item.Value}"); if (item.Key == "track") continue; if (item.Value == null) continue; var value = item.Value; if (value.GetType() == typeof(long)) value = new EntityTypes.Integer(int.MinValue, int.MaxValue, (int)value); else if (value.GetType() == typeof(double)) value = new EntityTypes.Float(float.NegativeInfinity, float.PositiveInfinity, (float)value); parameters.Add(new Minigames.Param(item.Key, value, item.Key.DisplayName(), "[inferred from remix.json]")); } action = new Minigames.GameAction(actionName, actionName.DisplayName(), e.length, true, parameters); game.actions.Add(action); } //check each param of the action if (action.parameters != null) { foreach (var param in action.parameters) { type = param.parameter.GetType(); //add property if it doesn't exist if (!e.dynamicData.ContainsKey(param.propertyName)) { Debug.LogWarning($"Property {param.propertyName} does not exist in the entity's dynamic data! Adding..."); if (type == typeof(EntityTypes.Integer)) e.dynamicData.Add(param.propertyName, ((EntityTypes.Integer)param.parameter).val); else if (type == typeof(EntityTypes.Float)) e.dynamicData.Add(param.propertyName, ((EntityTypes.Float)param.parameter).val); else if (type.IsEnum) e.dynamicData.Add(param.propertyName, (int)param.parameter); else e.dynamicData.Add(param.propertyName, Convert.ChangeType(param.parameter, type)); continue; } pType = e[param.propertyName].GetType(); if (pType != type) { try { if (type == typeof(EntityTypes.Integer)) e.dynamicData[param.propertyName] = (int)e[param.propertyName]; else if (type == typeof(EntityTypes.Float)) e.dynamicData[param.propertyName] = (float)e[param.propertyName]; else if (type.IsEnum) { if (pType == typeof(string)) e.dynamicData[param.propertyName] = (int)Enum.Parse(type, (string)e[param.propertyName]); else e.dynamicData[param.propertyName] = (int)e[param.propertyName]; } else if (pType == typeof(Newtonsoft.Json.Linq.JObject)) e.dynamicData[param.propertyName] = e[param.propertyName].ToObject(type); else e.dynamicData[param.propertyName] = Convert.ChangeType(e[param.propertyName], type); } catch { Debug.LogWarning($"Could not convert {param.propertyName} to {type}! Using default value..."); // GlobalGameManager.ShowErrorMessage("Warning", $"Could not convert {e.datamodel}/{param.propertyName} to {type}! This will be loaded using the default value, so chart may be unstable."); // use default value if (type == typeof(EntityTypes.Integer)) e.dynamicData[param.propertyName] = ((EntityTypes.Integer)param.parameter).val; else if (type == typeof(EntityTypes.Float)) e.dynamicData[param.propertyName] = ((EntityTypes.Float)param.parameter).val; else if (type.IsEnum && param.propertyName != "ease") e.dynamicData[param.propertyName] = (int)param.parameter; else e.dynamicData[param.propertyName] = Convert.ChangeType(param.parameter, type); } } } } } foreach (var tempo in data.tempoChanges) { PreProcessSpecialEntity(tempo, tempoChangeModel); } if (data.tempoChanges[0]["tempo"] <= 0) { data.tempoChanges[0]["tempo"] = 120; } foreach (var vol in data.volumeChanges) { PreProcessSpecialEntity(vol, volumeChangeModel); } foreach (var section in data.beatmapSections) { PreProcessSpecialEntity(section, sectionMarkModel); } //go thru each property of the model beatmap and add any missing keyvalue pair foreach (var prop in propertiesModel) { if (!data.properties.ContainsKey(prop.Key)) { data.properties.Add(prop.Key, prop.Value); } } return data; } public class Minigame { public string name; public string displayName; public string color; public GameObject holder; public bool hidden; public bool fxOnly; public List actions = new List(); public List tags; public string defaultLocale = "en"; public string wantAssetBundle = ""; public List supportedLocales; public bool inferred; public bool usesAssetBundle => (wantAssetBundle != ""); public bool hasLocales => (supportedLocales.Count > 0); public bool AssetsLoaded => (((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded); public bool SequencesPreloaded => soundSequences != null; public string LoadableName => inferred ? "noGame" : name; private AssetBundle bundleCommon = null; private bool commonLoaded = false; private bool commonPreloaded = false; private string currentLoadedLocale = ""; private AssetBundle bundleLocalized = null; private bool localeLoaded = false; private bool localePreloaded = false; private SoundSequence.SequenceKeyValue[] soundSequences = null; public SoundSequence.SequenceKeyValue[] LoadedSoundSequences { get => soundSequences; set => soundSequences = value; } public Minigame(string name, string displayName, string color, bool hidden, bool fxOnly, List actions, List tags = null, string assetBundle = "", string defaultLocale = "en", List supportedLocales = null, bool inferred = false) { this.name = name; this.displayName = displayName; this.color = color; this.actions = actions; this.hidden = hidden; this.fxOnly = fxOnly; this.tags = tags ?? new List(); this.wantAssetBundle = assetBundle; this.defaultLocale = defaultLocale; this.supportedLocales = supportedLocales ?? new List(); this.inferred = inferred; } public AssetBundle GetLocalizedAssetBundle() { if (!hasLocales) return null; if (!usesAssetBundle) return null; if (bundleLocalized == null || currentLoadedLocale != defaultLocale) //TEMPORARY: use the game's default locale until we add localization support { if (localeLoaded) return bundleLocalized; // TODO: try/catch for missing assetbundles currentLoadedLocale = defaultLocale; bundleLocalized = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)); localeLoaded = true; } return bundleLocalized; } public AssetBundle GetCommonAssetBundle() { if (commonLoaded) return bundleCommon; if (!usesAssetBundle) return null; if (bundleCommon == null) { // TODO: try/catch for missing assetbundles bundleCommon = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")); commonLoaded = true; } return bundleCommon; } public IEnumerator LoadCommonAssetBundleAsync() { if (commonPreloaded || commonLoaded) yield break; commonPreloaded = true; if (!usesAssetBundle) yield break; if (bundleCommon != null) yield break; AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")); if (bundleCommon != null) yield break; yield return asyncBundleRequest; AssetBundle localAssetBundle = asyncBundleRequest.assetBundle; if (bundleCommon != null) yield break; yield return localAssetBundle; if (localAssetBundle == null) yield break; bundleCommon = localAssetBundle; commonLoaded = true; } public IEnumerator LoadLocalizedAssetBundleAsync() { if (localePreloaded) yield break; localePreloaded = true; if (!hasLocales) yield break; if (!usesAssetBundle) yield break; if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break; AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)); if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break; yield return asyncBundleRequest; AssetBundle localAssetBundle = asyncBundleRequest.assetBundle; if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break; yield return localAssetBundle; if (localAssetBundle == null) yield break; bundleLocalized = localAssetBundle; currentLoadedLocale = defaultLocale; localeLoaded = true; } } public class GameAction { public string actionName; public string displayName; public EventCallback function = delegate { }; public float defaultLength = 1; public bool resizable = false; public List parameters = null; public bool hidden = false; public int priority = 0; public EventCallback inactiveFunction = delegate { }; public EventCallback preFunction = delegate { }; public float preFunctionLength = 2.0f; /// /// Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses. /// Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter. /// /// Entity model name /// Name of the block used in the UI /// How long the block appears in the editor /// Allows the user to resize the block /// Extra parameters for this block that change how it functions. /// What the block does when read during playback /// Only does this if the game that it is associated with is loaded. /// What the block does when read while the game it's associated with isn't loaded. /// What the block does when the GameManager seeks to this cue for pre-scheduling. /// Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline. /// Runs two beats before this event is reached. /// Priority of this event. Higher priority events will be run first. public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0, float preFunctionLength = 2.0f) { this.actionName = actionName; if (displayName == String.Empty) this.displayName = actionName; else this.displayName = displayName; this.defaultLength = defaultLength; this.resizable = resizable; this.parameters = parameters; this.hidden = hidden; this.function = function ?? delegate { }; this.inactiveFunction = inactiveFunction ?? delegate { }; this.preFunction = prescheduleFunction ?? delegate { }; this.priority = priority; this.preFunctionLength = preFunctionLength; //todo: converting to new versions of GameActions } /// /// Shorthand constructor for a GameAction with only required data /// /// Entity model name /// Name of the block used in the UI public GameAction(string actionName, string displayName) { this.actionName = actionName; if (displayName == String.Empty) this.displayName = actionName; else this.displayName = displayName; } } [System.Serializable] public class Param { public string propertyName; public object parameter; public string propertyCaption; public string tooltip; public List collapseParams; /// /// A parameter that changes the function of a GameAction. /// /// The name of the variable that's being changed. /// The value of the parameter /// The name shown in the editor. Can be anything you want. public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "", List collapseParams = null) { this.propertyName = propertyName; this.parameter = parameter; this.propertyCaption = propertyCaption; this.tooltip = tooltip; this.collapseParams = collapseParams; } public class CollapseParam { public Func CollapseOn; public string[] collapseables; /// /// Class that decides how other parameters will be collapsed /// /// What values should make it collapse/uncollapse? /// IDs of the parameters to collapse public CollapseParam(Func collapseOn, string[] collapseables) { CollapseOn = collapseOn; this.collapseables = collapseables; } } } public delegate void EventCallback(); public delegate void ParamChangeCallback(string paramName, object paramValue, RiqEntity entity); // overengineered af but it's a modified version of // https://stackoverflow.com/a/19877141 static List> loadRunners; static void BuildLoadRunnerList() { loadRunners = System.Reflection.Assembly.GetExecutingAssembly() .GetTypes() .Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null) .Select(t => (Func) Delegate.CreateDelegate( typeof(Func), null, t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static), false )) .ToList(); } public static void Init(EventCaller eventCaller) { eventCaller.minigames = new List() { new Minigame("gameManager", "Game Manager", "", false, true, new List() { new GameAction("switchGame", "Switch Game", 0.5f, false, function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }, parameters: new List() { 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", function: delegate { Debug.Log("end"); if (Timeline.instance != null) Timeline.instance?.Stop(0); else GameManager.instance.Stop(0); } ), new GameAction("skill star", "Skill Star", 1f, true) { //temp for testing function = delegate { var e = eventCaller.currentEntity; HeavenStudio.Common.SkillStarManager.instance.DoStarIn(e.beat, e.length); // BeatAction.New(HeavenStudio.Common.SkillStarManager.instance.gameObject, new List(){ // new BeatAction.Action(e.beat + e.length, delegate { // HeavenStudio.Common.SkillStarManager.instance.DoStarJust(); // }) // }); } }, new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true, new List() { new Param("toggle", true, "Enable Inputs") }, delegate { GameManager.instance.ToggleInputs(eventCaller.currentEntity["toggle"]); } ), // These are still here for backwards-compatibility but are hidden in the editor new GameAction("flash", "", 1f, true, new List() { new Param("colorA", Color.white, "Start Color"), new Param("colorB", Color.white, "End Color"), 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", Util.EasingFunction.Ease.Linear, "Ease") }, hidden: true ), new GameAction("move camera", "", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"), new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type") }, hidden: true ), new GameAction("rotate camera", "", 1f, true, new List() { new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"), new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"), new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type") }, hidden: true ), }), new Minigame("countIn", "Count-Ins", "", false, true, new List() { new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true, new List() { new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in") }, delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); } ), new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true, new List() { new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in") }, delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); } ), new GameAction("count", "Count", 1f, false, new List() { new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"), new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") }, delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); } ), new GameAction("cowbell", "Cowbell", function: delegate { SoundEffects.Cowbell(); } ), new GameAction("ready!", "Ready!", 2f, true, function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); } ), new GameAction("and", "And", 0.5f, function: delegate { SoundEffects.And(); } ), new GameAction("go!", "Go!", 1f, false, new List() { new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") }, function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); } ), // These are still here for backwards-compatibility but are hidden in the editor new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true), new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true), new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true), new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true), new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true), new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true), new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true), new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true), new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true), new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true), new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true), new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true), new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, hidden: true), }), new Minigame("vfx", "Visual Effects", "", false, true, new List() { new GameAction("flash", "Flash", 1f, true, new List() { new Param("colorA", Color.white, "Start Color"), new Param("colorB", Color.white, "End Color"), 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", Util.EasingFunction.Ease.Linear, "Ease") } ), new GameAction("filter", "Filter", 1f, true, new List() { new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"), new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"), new Param("fadein", new EntityTypes.Float(0, 100, 0), "Fade In"), new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out") } ), new GameAction("move camera", "Move Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) } ), new GameAction("rotate camera", "Rotate Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"), new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"), new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) } ), new GameAction("camera background color", "Camera Background Color", 1, true, new List() { new Param("color", Color.black, "Start Color"), new Param("color2", Color.black, "End Color"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type") } ), new GameAction("pan view", "Pan Viewport", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" ) } ), new GameAction("rotate view", "Rotate Viewport", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), } ), new GameAction("scale view", "Scale Viewport", 1f, true, new List() { new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"), new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" ) } ), new GameAction("screen shake", "Screen Shake", 1f, true, new List() { new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"), new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity") } ), new GameAction("display textbox", "Display Textbox", 1f, true, new List() { new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"), new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"), new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"), new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier") } ), new GameAction("display open captions", "Display Open Captions", 1f, true, new List() { new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"), new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"), new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"), new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier") } ), new GameAction("display closed captions", "Display Closed Captions", 1f, true, new List() { new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"), new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"), new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier") } ), new GameAction("display song artist", "Display Song Info", 1f, true, new List() { new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"), new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"), } ), }), }; BuildLoadRunnerList(); foreach(var load in loadRunners) { Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name); eventCaller.minigames.Add(load(eventCaller)); } } } }