Updated Screen Jump default
This commit is contained in:
parent
372699d373
commit
7e81842644
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@ -551,9 +551,9 @@ RectTransform:
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &9435782
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@ -4172,9 +4172,9 @@ RectTransform:
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--- !u!114 &121871281
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@ -4396,9 +4396,9 @@ RectTransform:
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@ -4532,9 +4532,9 @@ RectTransform:
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--- !u!114 &151246938
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@ -26847,7 +26847,7 @@ MonoBehaviour:
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@ -32704,7 +32704,7 @@ RectTransform:
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@ -37247,9 +37247,9 @@ RectTransform:
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--- !u!114 &1345846031
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@ -46873,9 +46873,9 @@ RectTransform:
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--- !u!114 &1783491359
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@ -1097,6 +1097,54 @@ namespace HeavenStudio
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}
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},
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new GameAction("colorGrading", "Color Grading")
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{
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resizable = true,
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parameters = new()
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{
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new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature", "Set the temperature at the start of the event."),
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new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature", "Set the temperature at the end of the event."),
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new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint", "Set the tint at the start of the event."),
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new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint", "Set the tint at the end of the event."),
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new("colorStart", Color.white, "Start Color Filter", "Set the color filter at the start of the event."),
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new("colorEnd", Color.white, "End Color Filter", "Set the color filter at the end of the event."),
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new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift", "Set the hue shift at the start of the event."),
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new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift", "Set the hue shift at the end of the event."),
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new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation", "Set the saturation at the start of the event."),
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new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation", "Set the saturation at the end of the event."),
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new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness", "Set the brightness at the start of the event."),
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new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness", "Set the brightness at the end of the event."),
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new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast", "Set the contrast at the start of the event."),
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new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast", "Set the contrast at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
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}),
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}
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},
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new GameAction("gaussBlur", "Gaussian Blur")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 5f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 5f, 1f), "End Intensity", "Set the intensity at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Linear, new string[] { "intenStart" })
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}),
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}
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},
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new GameAction("retroTv", "Retro TV")
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{
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resizable = true,
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@ -1163,7 +1211,7 @@ namespace HeavenStudio
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 0.05f), "End Intensity", "Set the intensity at the end of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 0.01f), "End Intensity", "Set the intensity at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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@ -1198,39 +1246,6 @@ namespace HeavenStudio
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}
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},
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new GameAction("colorGrading", "Color Grading")
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{
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resizable = true,
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parameters = new()
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{
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new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature", "Set the temperature at the start of the event."),
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new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature", "Set the temperature at the end of the event."),
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new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint", "Set the tint at the start of the event."),
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new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint", "Set the tint at the end of the event."),
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new("colorStart", Color.white, "Start Color Filter", "Set the color filter at the start of the event."),
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new("colorEnd", Color.white, "End Color Filter", "Set the color filter at the end of the event."),
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new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift", "Set the hue shift at the start of the event."),
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new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift", "Set the hue shift at the end of the event."),
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new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation", "Set the saturation at the start of the event."),
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new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation", "Set the saturation at the end of the event."),
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new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness", "Set the brightness at the start of the event."),
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new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness", "Set the brightness at the end of the event."),
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new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast", "Set the contrast at the start of the event."),
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new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast", "Set the contrast at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
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}),
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}
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},
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new GameAction("screenTiling", "Tile Screen")
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{
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@ -1265,20 +1280,7 @@ namespace HeavenStudio
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}
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},
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new GameAction("gaussBlur", "Gaussian Blur")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 5f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 5f, 1f), "End Intensity", "Set the intensity at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Linear, new string[] { "intenStart" })
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}),
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}
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},
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}),
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new Minigame("advanced", "Advanced", "", false, true, new List<GameAction>()
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@ -19,5 +19,7 @@ MonoBehaviour:
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- Assets/Scripts/PostProcessingVFX.cs
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