Global Camera Movement (#80)
* Global Camera: move Spaceball to new system * Global Camera: holy shit I'm done already?????
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@ -2,6 +2,9 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System.Linq;
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namespace HeavenStudio
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{
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public class GameCamera : MonoBehaviour
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@ -9,6 +12,42 @@ namespace HeavenStudio
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public static GameCamera instance { get; private set; }
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public new Camera camera;
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private List<Beatmap.Entity> positionEvents = new List<Beatmap.Entity>();
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private List<Beatmap.Entity> rotationEvents = new List<Beatmap.Entity>();
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private List<Beatmap.Entity> scaleEvents = new List<Beatmap.Entity>();
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/**
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default cam position, for quick-resetting
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**/
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static Vector3 defaultPosition = new Vector3(0, 0, -10);
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static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
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static Vector3 defaultScale = new Vector3(16, 9, 1);
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/**
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camera's current transformation
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TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera
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**/
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private static Vector3 position;
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private static Vector3 rotEluer;
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private static Vector3 scale;
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/**
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camera's last transformation
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TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera
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**/
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private static Vector3 positionLast;
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private static Vector3 rotEluerLast;
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private static Vector3 scaleLast;
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/**
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transformations to apply *after* the global transform,
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to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
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and NOT in the editor
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**/
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public static Vector3 additionalPosition;
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public static Vector3 additionalRotEluer;
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public static Vector3 additionalScale;
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[Header("Components")]
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public Color baseColor;
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@ -20,7 +59,108 @@ namespace HeavenStudio
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private void Start()
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{
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GameManager.instance.onBeatChanged += OnBeatChanged;
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camera.backgroundColor = baseColor;
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ResetTransforms();
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ResetAdditionalTransforms();
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positionLast = defaultPosition;
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rotEluerLast = defaultRotEluer;
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scaleLast = defaultScale;
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}
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public void OnBeatChanged(float beat)
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{
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ResetTransforms();
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ResetAdditionalTransforms();
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positionLast = defaultPosition;
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rotEluerLast = defaultRotEluer;
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scaleLast = defaultScale;
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// this entire thing is a mess redo it later
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//pos
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positionEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" });
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//rot
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rotationEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" });
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//scale (TODO)
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// scaleEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "scale camera" });
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UpdateCameraTranslate();
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UpdateCameraRotate();
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}
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private void Update()
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{
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UpdateCameraTranslate();
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UpdateCameraRotate();
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Camera cam = GetCamera();
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cam.transform.localPosition = position + additionalPosition;
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cam.transform.eulerAngles = rotEluer + additionalRotEluer;
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cam.transform.localScale = Vector3.Scale(scale, additionalScale);
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}
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private void UpdateCameraTranslate()
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{
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foreach (var e in positionEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
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float dx = func(positionLast.x, e.valA, Mathf.Min(prog, 1f));
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float dy = func(positionLast.y, e.valB, Mathf.Min(prog, 1f));
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float dz = func(positionLast.z, -e.valC, Mathf.Min(prog, 1f));
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position = new Vector3(dx, dy, dz);
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}
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if (prog > 1f)
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{
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positionLast = new Vector3(e.valA, e.valB, -e.valC);
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}
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}
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}
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private void UpdateCameraRotate()
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{
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foreach (var e in rotationEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
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float dx = func(rotEluerLast.x, e.valA, Mathf.Min(prog, 1f));
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float dy = func(rotEluerLast.y, e.valB, Mathf.Min(prog, 1f));
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float dz = func(rotEluerLast.z, e.valC, Mathf.Min(prog, 1f));
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rotEluer = new Vector3(dx, dy, dz);
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}
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if (prog > 1f)
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{
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rotEluerLast = new Vector3(e.valA, e.valB, -e.valC);
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}
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}
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}
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public static void ResetTransforms()
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{
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position = defaultPosition;
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rotEluer = defaultRotEluer;
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scale = defaultScale;
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}
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public static void ResetAdditionalTransforms()
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{
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additionalPosition = new Vector3(0, 0, 0);
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additionalRotEluer = new Vector3(0, 0, 0);
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additionalScale = new Vector3(1, 1, 1);
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}
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public static Camera GetCamera()
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{
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return instance.camera;
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}
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}
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}
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@ -444,7 +444,7 @@ namespace HeavenStudio
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public void ResetCamera()
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{
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GameCamera.transform.localPosition = new Vector3(0, 0, -10);
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HeavenStudio.GameCamera.ResetAdditionalTransforms();
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}
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}
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}
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@ -117,27 +117,27 @@ namespace HeavenStudio.Games
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{
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if (normalizedBeat > 1)
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{
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GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
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GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
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}
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else
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{
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if (currentZoomCamLength < 0)
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{
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GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
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GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newPosZ = func(lastCamDistance, currentZoomCamDistance, normalizedBeat);
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GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, newPosZ);
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float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
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GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
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}
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}
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}
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else
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{
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// ?
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GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, -10f);
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GameCamera.additionalPosition = new Vector3(0, 0, 0);
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}
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}
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}
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@ -149,6 +149,28 @@ namespace HeavenStudio
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{
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new Param("toggle", true, "Enable Inputs")
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}),
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new GameAction("move camera", delegate
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{
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//TODO: move cam
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}, 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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new GameAction("rotate camera", delegate
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{
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//TODO: rot cam
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}, 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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}),
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new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
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{
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