modifier, zoom formula, tab name

tab name is future proofing.
also, dllnotfoundexception when using the file explorer? wtf
This commit is contained in:
AstrlJelly 2024-05-07 23:20:02 -04:00
parent 8dbc41dbcc
commit 24d3ee1afd
14 changed files with 382 additions and 167 deletions

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View file

@ -33,6 +33,11 @@ namespace HeavenStudio.InputSystem
{
public class InputKeyboard : InputController
{
#if UNITY_STANDALONE_OSX
public const KeyCode MODIFIER = KeyCode.LeftCommand;
#else
public const KeyCode MODIFIER = KeyCode.LeftControl;
#endif
private static readonly KeyCode[] keyCodes = Enum.GetValues(typeof(KeyCode))
.Cast<KeyCode>()
.Where(k => ((int)k < (int)KeyCode.Mouse0))

View file

@ -16,6 +16,7 @@ using Jukebox;
using UnityEditor;
using System.Linq;
using BurstLinq;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor
{
@ -178,7 +179,7 @@ namespace HeavenStudio.Editor
CommandManager.Instance.AddCommand(new Commands.Delete(Selections.instance.eventsSelected.Select(c => c.entity.guid).ToList()));
}
if (Input.GetKey(KeyCode.LeftControl) && !fullscreen)
if (Input.GetKey(InputKeyboard.MODIFIER) && !fullscreen)
{
if (Input.GetKeyDown(KeyCode.Z))
{
@ -201,7 +202,7 @@ namespace HeavenStudio.Editor
}
}
if (Input.GetKey(KeyCode.LeftControl))
if (Input.GetKey(InputKeyboard.MODIFIER))
{
if (Input.GetKeyDown(KeyCode.N))
{

View file

@ -95,8 +95,7 @@ namespace HeavenStudio.Editor
{
string[] split = entity.datamodel.Split('/');
var minigame = EventCaller.instance.GetMinigame(split[0]);
int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == split[1]));
Minigames.GameAction action = minigame.actions[actionIndex];
Minigames.GameAction action = minigame.actions.Find(c => c.actionName == split[1]);
if (action.parameters != null)
{
@ -111,7 +110,13 @@ namespace HeavenStudio.Editor
4 => EditorTheme.theme.properties.Layer5Col,
_ => EditorTheme.theme.properties.Layer1Col
};
Editor.instance.SetGameEventTitle($"Properties for <color=#{col}>{action.displayName}</color> on Beat {entity.beat.ToString("F2")} on <color=#{col}>Track {(int)entity["track"] + 1}</color>");
string gameName = action.displayName;
const int cutOff = 20;
if (gameName.Length > (cutOff + 3)) {
gameName = gameName[..cutOff] + "...";
}
Editor.instance.SetGameEventTitle($"<color=#{col}>{gameName}</color> at ♪ {entity.beat:F2} on <color=#{col}>Track {(int)entity["track"] + 1}</color>");
DestroyParams();

View file

@ -12,6 +12,8 @@ using HeavenStudio.Util;
using HeavenStudio.Editor.Track;
using System.Text;
using System.Configuration;
using System;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor
{
@ -163,7 +165,7 @@ namespace HeavenStudio.Editor
UpdateIndex(index, false);
// Editor.instance?.SetGameEventTitle($"Select game event for {SelectedMinigame.displayName.Replace("\n", "")}");
Editor.instance?.SetGameEventTitle(SelectedMinigame.displayName.Replace("\n", ""));
if (Editor.instance != null) Editor.instance.SetGameEventTitle(SelectedMinigame.displayName.Replace("\n", ""));
}
private void AddEvents(int index = 0)
@ -173,7 +175,9 @@ namespace HeavenStudio.Editor
GameObject sg = Instantiate(EventRef, eventsParent);
sg.GetComponentInChildren<TMP_Text>().text = "Switch Game";
sg.SetActive(true);
if (index == 0) sg.GetComponentInChildren<TMP_Text>().color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
if (index == 0) {
sg.GetComponentInChildren<TMP_Text>().color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
}
} else {
index++;
if (SelectedMinigame.name == "gameManager") index++;
@ -195,7 +199,6 @@ namespace HeavenStudio.Editor
label.color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
g.SetActive(true);
}
}
@ -236,28 +239,24 @@ namespace HeavenStudio.Editor
}
}
// TODO: find the equation to get the sizes automatically, nobody's been able to figure one out yet (might have to be manual?)
public void Zoom()
{
if (!Input.GetKey(KeyCode.LeftControl)) return;
if (!Input.GetKey(InputKeyboard.MODIFIER)) return;
var glg = GetComponent<GridLayoutGroup>();
var sizes = new List<float>() {
309.9f, // 1
152.6f, // 2
100.0f, // 3
73.8f, // 4
58.1f, // 5
48.6f, // 6
40.1f, // 7
34.5f, // 8
30.0f, // 9
26.5f, // 10
};
int max = 20; // arbitrary
if (glg.constraintCount + 1 > sizes.Count && Input.GetAxisRaw("Mouse ScrollWheel") < 0) return;
if (glg.constraintCount + 1 > max && Input.mouseScrollDelta.y < 0) return;
glg.constraintCount += (Input.GetAxisRaw("Mouse ScrollWheel") > 0) ? -1 : 1;
glg.cellSize = Vector2.one * sizes[glg.constraintCount - 1];
glg.constraintCount += (Input.mouseScrollDelta.y > 0) ? -1 : 1;
// thanks to blank3times (tri) for helping me with this
var size = (1 / (0.00317 * glg.constraintCount)) - 4.75248;
// this, however, doesn't work
// var totalWidth = Editor.instance.GridGameSelectorRect.rect.width;
// var size = (totalWidth - glg.padding.right) * (glg.constraintCount + 1) / glg.constraintCount;
glg.cellSize = Vector2.one * (float)size;
}
// method called when clicking the sort button in the editor, skips sorting fx only "games"
@ -267,21 +266,14 @@ namespace HeavenStudio.Editor
List<RectTransform> mgsSort = mgsActive;
mgsSort.Sort((x, y) => string.Compare(x.name, y.name));
switch (type)
{
case "favorites":
SortFavorites(mgsSort);
break;
case "chronologic":
SortChronologic(mgsSort);
break;
case "usage":
SortUsage(mgsSort);
break;
default: // "alphabet"
SortAlphabet(mgsSort);
break;
}
Action<List<RectTransform>> action = type switch {
"favorites" => SortFavorites,
"chronologic" => SortChronologic,
"usage" => SortUsage,
_ => SortAlphabet
};
action.Invoke(mgsSort);
}
void SortAlphabet(List<RectTransform> mgs)
@ -295,7 +287,7 @@ namespace HeavenStudio.Editor
string AlphabetSortKey(RectTransform minigame)
{
Minigames.Minigame mg = EventCaller.instance.GetMinigame(minigame.name);
if (mg.displayName.StartsWith("the ", System.StringComparison.InvariantCultureIgnoreCase))
if (mg.displayName.StartsWith("the ", StringComparison.InvariantCultureIgnoreCase))
return mg.displayName[4..];
else
return mg.displayName;
@ -413,7 +405,13 @@ namespace HeavenStudio.Editor
public void Drag()
{
if (Conductor.instance.NotStopped() || Editor.instance.inAuthorativeMenu) return;
Debug.Log("Hmmm");
if (Conductor.instance.NotStopped() || Editor.instance.inAuthorativeMenu) {
if (Conductor.instance.isPaused) {
Debug.Log("it's fuckin paused dude");
}
return;
}
if (Timeline.instance.MouseInTimeline && dragTimes < 1)
{

View file

@ -4,6 +4,7 @@ using System.Linq;
using UnityEngine;
using HeavenStudio.Editor.Track;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor
{
@ -31,7 +32,7 @@ namespace HeavenStudio.Editor
*/
if (Editor.instance.isShortcutsEnabled)
{
if (Input.GetKey(KeyCode.LeftControl))
if (Input.GetKey(InputKeyboard.MODIFIER))
if (Input.GetKeyDown(KeyCode.A))
SelectAll();
}

View file

@ -9,6 +9,7 @@ using HeavenStudio.Util;
using TMPro;
using Jukebox;
using Jukebox.Legacy;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor.Track
{
@ -155,7 +156,7 @@ namespace HeavenStudio.Editor.Track
{
lastTempo *= 2f;
}
else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
else if (Input.GetKey(InputKeyboard.MODIFIER) || Input.GetKey(KeyCode.RightCommand))
{
lastTempo /= 2f;
}

View file

@ -7,6 +7,7 @@ using TMPro;
using DG.Tweening;
using Jukebox;
using Jukebox.Legacy;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor.Track
{
@ -30,8 +31,9 @@ namespace HeavenStudio.Editor.Track
if (Input.GetKey(KeyCode.LeftShift))
newTempo *= 5f;
if (Input.GetKey(KeyCode.LeftControl))
if (Input.GetKey(InputKeyboard.MODIFIER)) {
newTempo *= 0.01f;
}
if (newTempo != 0)
{

View file

@ -7,6 +7,7 @@ using TMPro;
using DG.Tweening;
using Jukebox;
using Jukebox.Legacy;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor.Track
{
@ -30,9 +31,9 @@ namespace HeavenStudio.Editor.Track
if (Input.GetKey(KeyCode.LeftShift))
newVolume *= 5f;
if (Input.GetKey(KeyCode.LeftControl))
if (Input.GetKey(InputKeyboard.MODIFIER)) {
newVolume *= 0.01f;
}
if (newVolume != 0)
{
SetVolume(chartEntity["volume"] + newVolume);

View file

@ -12,6 +12,7 @@ using System.Linq;
using BurstLinq;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Editor.Track
{
@ -474,11 +475,11 @@ namespace HeavenStudio.Editor.Track
float moveSpeed = 750;
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) moveSpeed *= 6;
if (Input.GetKey(KeyCode.LeftArrow) || (!Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.A)))
if (Input.GetKey(InputKeyboard.MODIFIER) || (!Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.A)))
{
RealTimelineContent.transform.localPosition += new Vector3(moveSpeed * Time.deltaTime, 0);
}
else if (Input.GetKey(KeyCode.RightArrow) || (!Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.D)))
else if (Input.GetKey(InputKeyboard.MODIFIER) || (!Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.D)))
{
RealTimelineContent.transform.localPosition += new Vector3(-moveSpeed * Time.deltaTime, 0);
}

View file

@ -1,3 +1,4 @@
using HeavenStudio.InputSystem;
using UnityEngine;
using UnityEngine.EventSystems;
@ -49,13 +50,13 @@ namespace HeavenStudio.Editor.Track
}
if (scrollDeltaY > 0) {
if (Input.GetKey(KeyCode.LeftControl)) {
if (Input.GetKey(InputKeyboard.MODIFIER)) {
ZoomInVertical();
} else {
ZoomInHorizontal();
}
} else if (scrollDeltaY < 0) {
if (Input.GetKey(KeyCode.LeftControl)) {
if (Input.GetKey(InputKeyboard.MODIFIER)) {
ZoomOutVertical();
} else {
ZoomOutHorizontal();

View file

@ -197,9 +197,9 @@ namespace HeavenStudio
public static RiqBeatmapData? PreProcessBeatmap(string version, RiqBeatmapData data)
{
Debug.Log("Preprocessing beatmap...");
Minigames.Minigame game;
Minigames.GameAction action;
System.Type type, pType;
Minigame game;
GameAction action;
Type type, pType;
if (EventCaller.instance != null)
{
string[] split;
@ -212,7 +212,7 @@ namespace HeavenStudio
if (game == null)
{
Debug.LogWarning($"Unknown game {gameName} found in remix.json! Adding game...");
game = new Minigames.Minigame(gameName, gameName.DisplayName() + " \n<color=#eb5454>[inferred from remix.json]</color>", "", false, false, new List<Minigames.GameAction>(), inferred: true);
game = new Minigame(gameName, gameName.DisplayName() + " \n<color=#eb5454>[inferred from remix.json]</color>", "", false, false, new List<GameAction>(), inferred: true);
EventCaller.instance.minigames.Add(gameName, game);
if (Editor.Editor.instance != null)
Editor.Editor.instance.AddIcon(game);
@ -221,7 +221,7 @@ namespace HeavenStudio
if (action == null)
{
Debug.LogWarning($"Unknown action {gameName}/{actionName} found in remix.json! Adding action...");
var parameters = new List<Minigames.Param>();
var parameters = new List<Param>();
foreach (var item in e.dynamicData)
{
Debug.Log($"k: {item.Key}, v: {item.Value}");
@ -234,9 +234,9 @@ namespace HeavenStudio
value = new EntityTypes.Integer(int.MinValue, int.MaxValue, (int)value);
else if (value.GetType() == typeof(double))
value = new EntityTypes.Float(float.NegativeInfinity, float.PositiveInfinity, (float)value);
parameters.Add(new Minigames.Param(item.Key, value, item.Key.DisplayName(), "[inferred from remix.json]"));
parameters.Add(new Param(item.Key, value, item.Key.DisplayName(), "[inferred from remix.json]"));
}
action = new Minigames.GameAction(actionName, actionName.DisplayName(), e.length, true, parameters);
action = new GameAction(actionName, actionName.DisplayName(), "Events", e.length, true, parameters);
game.actions.Add(action);
}
@ -250,12 +250,14 @@ namespace HeavenStudio
if (!e.dynamicData.ContainsKey(param.propertyName))
{
Debug.LogWarning($"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 == typeof(EntityTypes.Note))
e.dynamicData.Add(param.propertyName, ((EntityTypes.Note)param.parameter).val);
if (param.parameter is EntityTypes.Integer intParam)
e.dynamicData.Add(param.propertyName, intParam.val);
if (param.parameter is EntityTypes.Float floatParam)
e.dynamicData.Add(param.propertyName, floatParam.val);
if (param.parameter is EntityTypes.Dropdown ddParam)
e.dynamicData.Add(param.propertyName, new EntityTypes.DropdownObj(ddParam));
if (param.parameter is EntityTypes.Note noteParam)
e.dynamicData.Add(param.propertyName, noteParam.val);
else if (type.IsEnum)
e.dynamicData.Add(param.propertyName, (int)param.parameter);
else
@ -657,6 +659,7 @@ namespace HeavenStudio
{
public string actionName;
public string displayName;
public string tabName;
public EventCallback function = delegate { };
public float defaultLength = 1;
public bool resizable = false;
@ -682,11 +685,12 @@ namespace HeavenStudio
/// <param name="preFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
/// <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>
/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback preFunction = null, bool hidden = false, int priority = 0, float preFunctionLength = 2.0f)
public GameAction(string actionName, string displayName, string tabName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback preFunction = null, bool hidden = false, int priority = 0, float preFunctionLength = 2.0f)
{
this.actionName = actionName;
if (displayName == String.Empty) this.displayName = actionName;
else this.displayName = displayName;
this.displayName = string.IsNullOrEmpty(displayName) ? actionName : displayName;
this.tabName = string.IsNullOrEmpty(tabName) ? "Events" : tabName;
this.defaultLength = defaultLength;
this.resizable = resizable;
this.parameters = parameters;
@ -704,11 +708,12 @@ namespace HeavenStudio
/// </summary>
/// <param name="actionName">Entity model name</param>
/// <param name="displayName">Name of the block used in the UI</param>
public GameAction(string actionName, string displayName)
/// <param name="tabName">Name of the tab to be under when spawning events</param>
public GameAction(string actionName, string displayName, string tabName = "")
{
this.actionName = actionName;
if (displayName == String.Empty) this.displayName = actionName;
else this.displayName = displayName;
this.displayName = string.IsNullOrEmpty(displayName) ? actionName : displayName;
this.tabName = tabName == string.Empty ? "Events" : tabName; // keep it null if it's null
}
}
@ -762,7 +767,7 @@ namespace HeavenStudio
{
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
{
new GameAction("switchGame", "Switch Game", 0.5f, false,
new GameAction("switchGame", "Switch Game", null, 0.5f, false,
function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
parameters: new List<Param>()
{
@ -770,7 +775,7 @@ namespace HeavenStudio
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
),
new GameAction("end", "End Remix",
new GameAction("end", "End Remix", "",
function: delegate {
Debug.Log("end");
if (Timeline.instance != null)
@ -779,7 +784,7 @@ namespace HeavenStudio
GameManager.instance.Stop(eventCaller.currentEntity.beat);
}
),
new GameAction("skill star", "Skill Star", 1f, true)
new GameAction("skill star", "Skill Star", "", 1f, true)
{
//temp for testing
function = delegate {
@ -787,7 +792,7 @@ namespace HeavenStudio
Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
}
},
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
new GameAction("toggle inputs", "Toggle Inputs", "", 0.5f, true,
new List<Param>()
{
new Param("toggle", true, "Allow Inputs", "Toggle if the player is able to input. Any missed cues while this is disabled will not be counted as a miss and will not break a perfect.")
@ -801,7 +806,7 @@ namespace HeavenStudio
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
{
new GameAction("count-in", "Count-In", 4f, true,
new GameAction("count-in", "Count-In", "Built", 4f, true,
new List<Param>()
{
new Param("alt", false, "Alt", "Set the type of sounds to use for the count-in."),
@ -812,7 +817,7 @@ namespace HeavenStudio
SoundEffects.CountIn(e.beat, e.length, e["alt"], e["go"]);
}
),
new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
new GameAction("4 beat count-in", "4 Beat Count-In", "Built", 4f, true,
new List<Param>()
{
new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
@ -822,7 +827,7 @@ namespace HeavenStudio
SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]);
}
),
new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
new GameAction("8 beat count-in", "8 Beat Count-In", "Built", 8f, true,
new List<Param>()
{
new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
@ -832,7 +837,7 @@ namespace HeavenStudio
SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]);
}
),
new GameAction("count", "Count", 1f, false,
new GameAction("count", "Count", "Single", 1f, false,
new List<Param>()
{
new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."),
@ -843,16 +848,16 @@ namespace HeavenStudio
SoundEffects.Count(e["type"], e["toggle"]);
}
),
new GameAction("cowbell", "Cowbell",
new GameAction("cowbell", "Cowbell", "Single",
function: delegate { SoundEffects.Cowbell(); }
),
new GameAction("ready!", "Ready!", 2f, true,
new GameAction("ready!", "Ready!", "Single", 2f, true,
function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, (e.length / 2f)); }
),
new GameAction("and", "And", 0.5f,
new GameAction("and", "And", "Single", 0.5f,
function: delegate { SoundEffects.And(); }
),
new GameAction("go!", "Go!", 1f, false,
new GameAction("go!", "Go!", "Single", 1f, false,
new List<Param>()
{
new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
@ -860,26 +865,26 @@ namespace HeavenStudio
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),
// // 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 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<GameAction>()
{
new GameAction("flash", "Flash/Fade", 1f, true,
new GameAction("flash", "Flash/Fade", "VFX", 1f, true,
new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
@ -892,7 +897,7 @@ namespace HeavenStudio
})
}
),
new GameAction("filter", "Filter", 1f, true,
new GameAction("filter", "Filter", "VFX", 1f, true,
new List<Param>()
{
new Param("filter", Games.Global.Filter.FilterType.grayscale, "Type", "Set the type of filter to use."),
@ -912,7 +917,7 @@ namespace HeavenStudio
}),
}
),
new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
new GameAction("move camera", "Move Camera", "Camera", 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
@ -921,7 +926,7 @@ namespace HeavenStudio
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
}
),
new GameAction("rotate camera", "Rotate Camera", 1f, true, new List<Param>()
new GameAction("rotate camera", "Rotate Camera", "Camera", 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Set the up/down rotation."),
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Set the left/right rotation."),
@ -930,7 +935,7 @@ namespace HeavenStudio
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
}
),
new GameAction("pan view", "Pan Viewport", 1f, true, new List<Param>()
new GameAction("pan view", "Pan Viewport", "Camera", 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
@ -938,13 +943,13 @@ namespace HeavenStudio
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
}
),
new GameAction("rotate view", "Rotate Viewport", 1f, true, new List<Param>()
new GameAction("rotate view", "Rotate Viewport", "Camera", 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Set the clockwise/counterclockwise rotation."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
}
),
new GameAction("scale view", "Scale Viewport", 1f, true, new List<Param>()
new GameAction("scale view", "Scale Viewport", "Camera", 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Float(-50f, 50, 1), "Width", "Set the width of the viewport."),
new Param("valB", new EntityTypes.Float(-50f, 50, 1), "Height", "Set the height of the viewport."),
@ -952,7 +957,7 @@ namespace HeavenStudio
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
}
),
new("stretch camera", "Stretch Camera")
new("stretch camera", "Stretch Camera", "Camera")
{
resizable = true,
parameters = new()
@ -968,7 +973,7 @@ namespace HeavenStudio
new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified.")
}
},
new GameAction("fitScreen", "Force Game Stretching To Window")
new GameAction("fitScreen", "Force Game Stretching To Window", "Camera")
{
defaultLength = 0.5f,
parameters = new()
@ -976,7 +981,7 @@ namespace HeavenStudio
new("enable", true, "Enabled", "Toggle if the game should be forced to stretch to the window size, removing the letterbox.")
}
},
new GameAction("screen shake", "Screen Shake", 1f, true,
new GameAction("screen shake", "Screen Shake", "Camera", 1f, true,
new List<Param>()
{
new Param("easedA", new EntityTypes.Float(0, 10, 0), "Start Horizontal Intensity", "Set the horizontal intensity of the screen shake at the start of the event."),
@ -989,7 +994,7 @@ namespace HeavenStudio
}),
}
),
new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
new GameAction("display textbox", "Display Textbox", "Text", 1f, true, new List<Param>()
{
new Param("text1", "", "Text", "Set the text to display in the textbox. Rich text is supported."),
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Set where to anchor the textbox."),
@ -997,7 +1002,7 @@ namespace HeavenStudio
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the textbox.")
}
),
new GameAction("display open captions", "Display Open Captions", 1f, true,
new GameAction("display open captions", "Display Open Captions", "Text", 1f, true,
new List<Param>()
{
new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
@ -1006,7 +1011,7 @@ namespace HeavenStudio
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the captions.")
}
),
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
new GameAction("display closed captions", "Display Closed Captions", "Text", 1f, true,
new List<Param>()
{
new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
@ -1014,7 +1019,7 @@ namespace HeavenStudio
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Height", "Set the height of the captions.")
}
),
new GameAction("display song artist", "Display Song Info", 1f, true,
new GameAction("display song artist", "Display Song Info", "Text", 1f, true,
new List<Param>()
{
new Param("text1", "", "Title", "Set the text to display in the upper label. Rich text is supported."),
@ -1023,7 +1028,7 @@ namespace HeavenStudio
new Param("instantOff", false, "Instant Hide", "Toggle if the slide-out animation should be skipped."),
}
),
new GameAction("camera background color", "Camera Background Color", 1, true, new List<Param>()
new GameAction("camera background color", "Camera Background Color", "Camera", 1, true, new List<Param>()
{
new Param("color", Color.black, "Start Color", "Set the color at the start of the event."),
new Param("color2", Color.black, "End Color", "Set the color at the end of the event."),
@ -1032,7 +1037,7 @@ namespace HeavenStudio
),
// Post Processing VFX
new GameAction("vignette", "Vignette")
new GameAction("vignette", "Vignette", "VFX")
{
resizable = true,
parameters = new()
@ -1056,7 +1061,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("cabb", "Chromatic Aberration")
new GameAction("cabb", "Chromatic Aberration", "VFX")
{
resizable = true,
parameters = new()
@ -1069,7 +1074,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("bloom", "Bloom")
new GameAction("bloom", "Bloom", "VFX")
{
resizable = true,
parameters = new()
@ -1095,7 +1100,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("lensD", "Lens Distortion")
new GameAction("lensD", "Lens Distortion", "VFX")
{
resizable = true,
parameters = new()
@ -1114,7 +1119,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("grain", "Grain")
new GameAction("grain", "Grain", "VFX")
{
resizable = true,
parameters = new()
@ -1134,7 +1139,7 @@ namespace HeavenStudio
}
},
new GameAction("colorGrading", "Color Grading")
new GameAction("colorGrading", "Color Grading", "VFX")
{
resizable = true,
parameters = new()
@ -1167,7 +1172,7 @@ namespace HeavenStudio
}
},
new GameAction("gaussBlur", "Gaussian Blur")
new GameAction("gaussBlur", "Gaussian Blur", "VFX")
{
resizable = true,
parameters = new()
@ -1182,7 +1187,7 @@ namespace HeavenStudio
}
},
new GameAction("retroTv", "Retro TV")
new GameAction("retroTv", "Retro TV", "VFX")
{
resizable = true,
parameters = new()
@ -1206,7 +1211,7 @@ namespace HeavenStudio
}
},
new GameAction("scanJitter", "Scan Line Jitter")
new GameAction("scanJitter", "Scan Line Jitter", "VFX")
{
resizable = true,
parameters = new()
@ -1221,7 +1226,7 @@ namespace HeavenStudio
}
},
new GameAction("analogNoise", "Analog Noise")
new GameAction("analogNoise", "Analog Noise", "VFX")
{
resizable = true,
parameters = new()
@ -1242,7 +1247,7 @@ namespace HeavenStudio
}
},
new GameAction("screenJump", "Screen Jump")
new GameAction("screenJump", "Screen Jump", "VFX")
{
resizable = true,
parameters = new()
@ -1257,7 +1262,7 @@ namespace HeavenStudio
}
},
new GameAction("sobelNeon", "Neon")
new GameAction("sobelNeon", "Neon", "VFX")
{
resizable = true,
parameters = new()
@ -1284,7 +1289,7 @@ namespace HeavenStudio
},
new GameAction("screenTiling", "Tile Screen")
new GameAction("screenTiling", "Tile Screen", "VFX")
{
resizable = true,
parameters = new()
@ -1300,7 +1305,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("scrollTiles", "Scroll Tiles")
new GameAction("scrollTiles", "Scroll Tiles", "VFX")
{
resizable = true,
parameters = new()
@ -1322,7 +1327,7 @@ namespace HeavenStudio
new Minigame("advanced", "Advanced", "", false, true, new List<GameAction>()
{
new GameAction("play animation", "Play Animation", 0.5f, false,
new GameAction("play animation", "Play Animation", "Play", 0.5f, false,
new List<Param>()
{
new Param("getAnimators", new EntityTypes.Button("No Game", e => {
@ -1377,7 +1382,7 @@ namespace HeavenStudio
GameManager.instance.PlayAnimationArbitrary(e["animator"].CurrentValue, e["animation"].CurrentValue, e["scale"]);
}
),
new GameAction("play sfx", "Play SFX", 0.5f, true,
new GameAction("play sfx", "Play SFX", "Play", 0.5f, true,
new List<Param>()
{
new Param("game", new EntityTypes.Dropdown(), "Which Game", "Specify the game's sfx to play. An empty input will play global sfx."),