mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
06cb09e64f
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
496 lines
No EOL
27 KiB
C#
496 lines
No EOL
27 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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using HeavenStudio.Editor.Track;
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using HeavenStudio.Games;
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using System;
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using System.Linq;
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using System.Reflection;
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using System.IO;
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namespace HeavenStudio
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{
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public class Minigames
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{
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public class Minigame
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{
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public string name;
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public string displayName;
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public string color;
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public GameObject holder;
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public bool threeD;
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public bool fxOnly;
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public List<GameAction> actions = new List<GameAction>();
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public List<string> tags;
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public string defaultLocale = "en";
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public string wantAssetBundle = "";
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public List<string> supportedLocales;
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public bool usesAssetBundle => (wantAssetBundle != "");
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public bool hasLocales => (supportedLocales.Count > 0);
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public bool AssetsLoaded => (((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded);
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public bool SequencesPreloaded => soundSequences != null;
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private AssetBundle bundleCommon = null;
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private bool commonLoaded = false;
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private bool commonPreloaded = false;
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private string currentLoadedLocale = "";
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private AssetBundle bundleLocalized = null;
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private bool localeLoaded = false;
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private bool localePreloaded = false;
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private SoundSequence.SequenceKeyValue[] soundSequences = null;
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public SoundSequence.SequenceKeyValue[] LoadedSoundSequences
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{
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get => soundSequences;
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set => soundSequences = value;
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}
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public Minigame(string name, string displayName, string color, bool threeD, bool fxOnly, List<GameAction> actions, List<string> tags = null, string assetBundle = "", string defaultLocale = "en", List<string> supportedLocales = null)
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{
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this.name = name;
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this.displayName = displayName;
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this.color = color;
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this.actions = actions;
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this.threeD = threeD;
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this.fxOnly = fxOnly;
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this.tags = tags ?? new List<string>();
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this.wantAssetBundle = assetBundle;
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this.defaultLocale = defaultLocale;
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this.supportedLocales = supportedLocales ?? new List<string>();
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}
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public AssetBundle GetLocalizedAssetBundle()
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{
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if (!hasLocales) return null;
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if (!usesAssetBundle) return null;
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if (bundleLocalized == null || currentLoadedLocale != defaultLocale) //TEMPORARY: use the game's default locale until we add localization support
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{
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if (localeLoaded) return bundleLocalized;
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// TODO: try/catch for missing assetbundles
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currentLoadedLocale = defaultLocale;
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bundleLocalized = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
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localeLoaded = true;
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}
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return bundleLocalized;
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}
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public AssetBundle GetCommonAssetBundle()
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{
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if (commonLoaded) return bundleCommon;
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if (!usesAssetBundle) return null;
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if (bundleCommon == null)
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{
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// TODO: try/catch for missing assetbundles
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bundleCommon = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
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commonLoaded = true;
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}
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return bundleCommon;
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}
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public IEnumerator LoadCommonAssetBundleAsync()
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{
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if (commonPreloaded || commonLoaded) yield break;
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commonPreloaded = true;
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if (!usesAssetBundle) yield break;
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if (bundleCommon != null) yield break;
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AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
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if (bundleCommon != null) yield break;
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yield return asyncBundleRequest;
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AssetBundle localAssetBundle = asyncBundleRequest.assetBundle;
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if (bundleCommon != null) yield break;
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yield return localAssetBundle;
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if (localAssetBundle == null) yield break;
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bundleCommon = localAssetBundle;
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commonLoaded = true;
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}
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public IEnumerator LoadLocalizedAssetBundleAsync()
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{
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if (localePreloaded) yield break;
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localePreloaded = true;
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if (!hasLocales) yield break;
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if (!usesAssetBundle) yield break;
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
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AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
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yield return asyncBundleRequest;
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AssetBundle localAssetBundle = asyncBundleRequest.assetBundle;
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
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yield return localAssetBundle;
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if (localAssetBundle == null) yield break;
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bundleLocalized = localAssetBundle;
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currentLoadedLocale = defaultLocale;
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localeLoaded = true;
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}
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}
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public class GameAction
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{
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public string actionName;
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public string displayName;
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public EventCallback function = delegate { };
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public float defaultLength = 1;
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public bool resizable = false;
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public List<Param> parameters = null;
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public bool hidden = false;
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public int priority = 0;
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public EventCallback inactiveFunction = delegate { };
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public EventCallback preFunction = delegate { };
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public float preFunctionLength = 2.0f;
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/// <summary>
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/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
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/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
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/// </summary>
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/// <param name="actionName">Entity model name</param>
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/// <param name="displayName">Name of the block used in the UI</param>
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/// <param name="defaultLength">How long the block appears in the editor</param>
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/// <param name="resizable">Allows the user to resize the block</param>
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/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
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/// <param name="function"><para>What the block does when read during playback</para>
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/// <para>Only does this if the game that it is associated with is loaded.</para></param>
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/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
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/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
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/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
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/// <param name="preFunction">Runs two beats before this event is reached.</param>
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/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
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public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0, float preFunctionLength = 2.0f)
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{
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this.actionName = actionName;
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if (displayName == String.Empty) this.displayName = actionName;
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else this.displayName = displayName;
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this.defaultLength = defaultLength;
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this.resizable = resizable;
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this.parameters = parameters;
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this.hidden = hidden;
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this.function = function ?? delegate { };
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this.inactiveFunction = inactiveFunction ?? delegate { };
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this.preFunction = prescheduleFunction ?? delegate { };
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this.priority = priority;
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this.preFunctionLength = preFunctionLength;
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//todo: converting to new versions of GameActions
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}
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/// <summary>
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/// <para>Shorthand constructor for a GameAction with only required data</para>
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/// </summary>
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/// <param name="actionName">Entity model name</param>
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/// <param name="displayName">Name of the block used in the UI</param>
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public GameAction(string actionName, string displayName)
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{
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this.actionName = actionName;
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if (displayName == String.Empty) this.displayName = actionName;
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else this.displayName = displayName;
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}
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}
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[System.Serializable]
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public class Param
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{
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public string propertyName;
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public object parameter;
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public string propertyCaption;
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public string tooltip;
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/// <summary>
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/// A parameter that changes the function of a GameAction.
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/// </summary>
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/// <param name="propertyName">The name of the variable that's being changed.</param>
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/// <param name="parameter">The value of the parameter</param>
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/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
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{
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this.propertyName = propertyName;
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this.parameter = parameter;
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this.propertyCaption = propertyCaption;
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this.tooltip = tooltip;
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}
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}
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public delegate void EventCallback();
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public delegate void ParamChangeCallback(string paramName, object paramValue, DynamicBeatmap.DynamicEntity entity);
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// overengineered af but it's a modified version of
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// https://stackoverflow.com/a/19877141
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static List<Func<EventCaller, Minigame>> loadRunners;
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static void BuildLoadRunnerList() {
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loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
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.GetTypes()
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.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
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.Select(t => (Func<EventCaller, Minigame>) Delegate.CreateDelegate(
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typeof(Func<EventCaller, Minigame>),
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null,
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t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
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false
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))
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.ToList();
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}
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public static void Init(EventCaller eventCaller)
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{
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eventCaller.minigames = new List<Minigame>()
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{
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new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
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{
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new GameAction("switchGame", "Switch Game", 0.5f, false,
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function: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); },
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inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }
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),
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new GameAction("end", "End Remix",
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function: delegate {
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Debug.Log("end");
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if (Timeline.instance != null)
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Timeline.instance?.Stop(0);
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else
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GameManager.instance.Stop(0);
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}
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),
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new GameAction("skill star", "Skill Star", 1f, true)
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{
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//temp for testing
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function = delegate {
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var e = eventCaller.currentEntity;
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HeavenStudio.Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
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// BeatAction.New(HeavenStudio.Common.SkillStarManager.instance.gameObject, new List<BeatAction.Action>(){
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// new BeatAction.Action(e.beat + e.length, delegate {
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// HeavenStudio.Common.SkillStarManager.instance.DoStarJust();
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// })
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// });
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}
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},
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new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
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new List<Param>()
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{
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new Param("toggle", true, "Enable Inputs")
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},
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delegate
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{
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GameManager.instance.ToggleInputs(eventCaller.currentEntity["toggle"]);
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}
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),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("flash", "", 1f, true,
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new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color"),
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new Param("colorB", Color.white, "End Color"),
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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: true
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),
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new GameAction("move camera", "", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
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new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
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},
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hidden: true ),
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new GameAction("rotate camera", "", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
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new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
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new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
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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", "4 Beat Count-In", 4f, true,
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new List<Param>()
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); }
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),
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new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
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new List<Param>()
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); }
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),
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new GameAction("count", "Count", 1f, false,
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new List<Param>()
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{
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new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
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),
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new GameAction("cowbell", "Cowbell",
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function: delegate { SoundEffects.Cowbell(); }
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),
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new GameAction("ready!", "Ready!", 2f, true,
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function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }
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),
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new GameAction("and", "And", 0.5f,
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function: delegate { SoundEffects.And(); }
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),
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new GameAction("go!", "Go!", 1f, false,
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new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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},
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function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); }
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),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true),
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new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true),
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new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true),
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new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true),
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new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true),
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new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true),
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new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true),
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new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true),
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new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true),
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new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true),
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new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true),
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new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true),
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new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, 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", "Flash", 1f, true,
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new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color"),
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new Param("colorB", Color.white, "End Color"),
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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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),
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new GameAction("filter", "Filter", 1f, true,
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new List<Param>()
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{
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new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
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new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
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new Param("fadein", new EntityTypes.Float(0, 100, 0), "Fade In"),
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new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")
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}
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),
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new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
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new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
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}
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),
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new GameAction("rotate camera", "Rotate Camera", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"),
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new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"),
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new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
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}
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),
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new GameAction("pan view", "Pan Viewport", 1f, true, new List<Param>()
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{
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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", 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<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
|
|
}
|
|
),
|
|
new GameAction("scale view", "Scale Viewport", 1f, true, new List<Param>()
|
|
{
|
|
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", 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<Param>()
|
|
{
|
|
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<Param>()
|
|
{
|
|
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<Param>()
|
|
{
|
|
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<Param>()
|
|
{
|
|
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<Param>()
|
|
{
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
} |