diff --git a/Assets/Scenes/Editor.unity b/Assets/Scenes/Editor.unity
index eb4c4347b..88b92bc77 100644
--- a/Assets/Scenes/Editor.unity
+++ b/Assets/Scenes/Editor.unity
@@ -38340,7 +38340,7 @@ MonoBehaviour:
SongPos: {fileID: 1567318397}
CurrentTempo: {fileID: 1783963081}
eventObjs: []
- LayerCount: 4
+ LayerCount: 5
metronomeEnabled: 0
resizable: 0
snapInterval: 0.25
diff --git a/Assets/Scripts/Beatmap.cs b/Assets/Scripts/Beatmap.cs
index f64731038..0c704fdcd 100644
--- a/Assets/Scripts/Beatmap.cs
+++ b/Assets/Scripts/Beatmap.cs
@@ -42,6 +42,9 @@ namespace HeavenStudio
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorC;
+ [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorD;
+ [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorE;
+ [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorF;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text1;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text2;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text3;
@@ -74,7 +77,7 @@ namespace HeavenStudio
}
catch (Exception ex)
{
- UnityEngine.Debug.LogError($"You probably misspelled a paramater, or defined the object type wrong. Exception log: {ex}");
+ UnityEngine.Debug.LogError($"You probably misspelled a parameter, or defined the object type wrong. Exception log: {ex}");
}
}
}
diff --git a/Assets/Scripts/Games/BlueBear/BlueBear.cs b/Assets/Scripts/Games/BlueBear/BlueBear.cs
index a2f1cf972..1f5e0a695 100644
--- a/Assets/Scripts/Games/BlueBear/BlueBear.cs
+++ b/Assets/Scripts/Games/BlueBear/BlueBear.cs
@@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Loaders
public static class CtrBearLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("blueBear", "Blue Bear \n[WIP don't use]", "B4E6F6", false, false, new List()
+ return new Minigame("blueBear", "Blue Bear", "B4E6F6", false, false, new List()
{
new GameAction("donut", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); }, 3, false),
new GameAction("cake", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, 4, false),
diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs
index 535a310f2..c1923e095 100644
--- a/Assets/Scripts/Games/CoinToss/CoinToss.cs
+++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs
@@ -12,32 +12,42 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
- return new Minigame("coinToss", "Coin Toss \n [One coin at a time!]", "B4E6F6", false, false, new List()
+ return new Minigame("coinToss", "Coin Toss", "B4E6F6", false, false, new List()
{
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List()
{
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
}),
- new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List()
+ new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); CoinToss.instance.ChangeBackgroundColor(e.colorB, 0f, true); }, 0.5f, false, new List()
{
- new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to")
+ new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
+ new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
} ),
- new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List()
+ new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); CoinToss.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); }, 1f, true, new List()
{
- new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
- new Param("colorB", CoinToss.defaultBgColor, "End Color", "The ending color in the fade")
+ new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
+ new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
+ new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
+ new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
} ),
- new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List()
+
+
+ //left in for backwards-compatibility, but cannot be placed
+
+ new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List
+
{
- new Param("colorA", CoinToss.defaultFgColor, "Background Color", "The background color to change to")
- } ),
+ new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
+
+ }, hidden: true ),
+
new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List()
{
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
- } ),
+ }, hidden: true ),
},
new List() {"ntr", "aim"},
"ntrcoin", "en",
diff --git a/Assets/Scripts/Games/Fireworks/Fireworks.cs b/Assets/Scripts/Games/Fireworks/Fireworks.cs
index c1f5603a2..697adcaaf 100644
--- a/Assets/Scripts/Games/Fireworks/Fireworks.cs
+++ b/Assets/Scripts/Games/Fireworks/Fireworks.cs
@@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class AgbFireworkLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("fireworks", "Fireworks \n[WIP don't use]", "000000", false, false, new List()
+ return new Minigame("fireworks", "Fireworks \n[WIP]", "000000", false, false, new List()
{
});
}
diff --git a/Assets/Scripts/Games/Global/Flash.cs b/Assets/Scripts/Games/Global/Flash.cs
index 5557d0544..e0c0cd255 100644
--- a/Assets/Scripts/Games/Global/Flash.cs
+++ b/Assets/Scripts/Games/Global/Flash.cs
@@ -47,7 +47,11 @@ namespace HeavenStudio.Games.Global
// startColor = new Color(1, 1, 1, 0);
// endColor = new Color(1, 1, 1, 0);
- allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" });
+ allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
+ Test(beat);
+
+ // backwards-compatibility baybee
+ allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
Test(beat);
}
diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs
index e44dd5388..6184d4186 100644
--- a/Assets/Scripts/Games/KarateMan/KarateMan.cs
+++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs
@@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
}),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
- new GameAction("hit3", delegate
+ new GameAction("hitX", delegate
{
var e = eventCaller.currentEntity;
switch ((KarateMan.HitThree)e.type)
@@ -47,26 +47,22 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.HitThree.HitThree, "Type", "What should be called out")
}),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
- new GameAction("set background color", delegate {
+ new GameAction("set background effects", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.BackgroundColors[e.type];
if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
+ KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type3);
}, 0.5f, false, new List()
{
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
+ new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
}),
- new GameAction("set background fx", delegate {
- KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
- }, 0.5f, false, new List()
- {
- new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
-
- }),
+
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
@@ -75,8 +71,18 @@ namespace HeavenStudio.Games.Loaders
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
+ new GameAction("set background fx", delegate {
+ KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
+ }, 0.5f, false, new List()
+ {
+ new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
- });
+ },
+ hidden: true
+ )
+
+
+ });;
}
}
}
diff --git a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs
index c7c39569d..b4e030006 100644
--- a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs
+++ b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs
@@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class RvlRocketLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("launch party", "Launch Party \n[WIP don't use]", "000000", false, false, new List()
+ return new Minigame("launch party", "Launch Party \n[WIP]", "000000", false, false, new List()
{
});
}
diff --git a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
index c12153232..25b567e0a 100644
--- a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
+++ b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
@@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class PcoSomenLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("rhythmSomen", "Rhythm Sōmen \n[WIP don't use]", "000000", false, false, new List()
+ return new Minigame("rhythmSomen", "Rhythm Sōmen", "000000", false, false, new List()
{
new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false),
diff --git a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
index 4180189c4..f01cc41f4 100644
--- a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
+++ b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
@@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
public static class NtrSamuraiLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n[WIP]", "00165D", false, false, new List()
+ return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "00165D", false, false, new List()
{
new GameAction("spawn object", delegate
{
diff --git a/Assets/Scripts/Games/TapTrial/TapTrial.cs b/Assets/Scripts/Games/TapTrial/TapTrial.cs
index 51ae6dd32..69abb4919 100644
--- a/Assets/Scripts/Games/TapTrial/TapTrial.cs
+++ b/Assets/Scripts/Games/TapTrial/TapTrial.cs
@@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
public static class AgbTapLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("tapTrial", "Tap Trial \n[WIP don't use]", "93ffb3", false, false, new List()
+ return new Minigame("tapTrial", "Tap Trial \n[WIP]", "93ffb3", false, false, new List()
{
new GameAction("bop", delegate { TapTrial.instance.Bop(eventCaller.currentEntity.toggle); }, .5f, false, new List()
{
diff --git a/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs b/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs
index 6d31b5b34..abc5b7498 100644
--- a/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs
+++ b/Assets/Scripts/Games/Tram&Pauline/TramAndPauline.cs
@@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
- return new Minigame("tram&Pauline", "Tram&Pauline \n[WIP don't use]", "000000", false, false, new List()
+ return new Minigame("tram&Pauline", "Tram & Pauline \n[WIP]", "000000", false, false, new List()
{
new GameAction("curtains", delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("SFX", delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); }, 2.5f, false, new List()
diff --git a/Assets/Scripts/Games/TrickClass/TrickClass.cs b/Assets/Scripts/Games/TrickClass/TrickClass.cs
index 148082962..8d40c21e3 100644
--- a/Assets/Scripts/Games/TrickClass/TrickClass.cs
+++ b/Assets/Scripts/Games/TrickClass/TrickClass.cs
@@ -13,7 +13,7 @@ namespace HeavenStudio.Games.Loaders
public static class MobTrickLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("trickClass", "Trick on the Class\n[WIP]", "C0171D", false, false, new List()
+ return new Minigame("trickClass", "Trick on the Class", "C0171D", false, false, new List()
{
new GameAction("toss", delegate
{
diff --git a/Assets/Scripts/LevelEditor/EditorTheme.cs b/Assets/Scripts/LevelEditor/EditorTheme.cs
index 282a93945..71b906e3b 100644
--- a/Assets/Scripts/LevelEditor/EditorTheme.cs
+++ b/Assets/Scripts/LevelEditor/EditorTheme.cs
@@ -59,6 +59,9 @@ namespace HeavenStudio.Editor
case 3:
c = theme.properties.Layer4Col.Hex2RGB();
break;
+ case 4:
+ c = theme.properties.Layer5Col.Hex2RGB();
+ break;
}
layer.GetComponent().color = c;
diff --git a/Assets/Scripts/LevelEditor/Theme.cs b/Assets/Scripts/LevelEditor/Theme.cs
index fea356857..2b838da9d 100644
--- a/Assets/Scripts/LevelEditor/Theme.cs
+++ b/Assets/Scripts/LevelEditor/Theme.cs
@@ -19,6 +19,7 @@ namespace HeavenStudio.Editor
public string Layer2Col;
public string Layer3Col;
public string Layer4Col;
+ public string Layer5Col;
public string EventSelectedCol;
public string EventNormalCol;
diff --git a/Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs b/Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs
index 2a2690755..9bfc5ba72 100644
--- a/Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs
+++ b/Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs
@@ -24,7 +24,7 @@ namespace HeavenStudio.Editor.Track
cam = Editor.instance.EditorCamera;
float layerScaleDist = cam.WorldToScreenPoint(Timeline.instance.LayerCorners[1]).y - Camera.main.WorldToScreenPoint(Timeline.instance.LayerCorners[0]).y;
float modScale = Timeline.GetScaleModifier();
- rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, layerScaleDist/4 * (1/modScale));
+ rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, layerScaleDist/5 * (1/modScale));
}
catch (System.NullReferenceException)
{
diff --git a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs
index 334a868b5..71f35d144 100644
--- a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs
+++ b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs
@@ -21,7 +21,7 @@ namespace HeavenStudio.Editor.Track
private Vector2 lastMousePos;
public List eventObjs = new List();
private bool lastFrameDrag;
- public int LayerCount = 4;
+ public int LayerCount = 5;
public bool metronomeEnabled;
public bool resizable;
private bool movingPlayback;
@@ -652,12 +652,12 @@ namespace HeavenStudio.Editor.Track
public float SnapToLayer(float y)
{
float size = LayerHeight();
- return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * 3f, 0f);
+ return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * 4f, 0f);
}
public float LayerHeight()
{
- return LayersRect.rect.height / 4f;
+ return LayersRect.rect.height / 5f;
}
public void SetPlaybackSpeed(float speed)
diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
index c8db851e5..60fba269d 100644
--- a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
+++ b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
@@ -452,6 +452,9 @@ namespace HeavenStudio.Editor.Track
case 3:
c = EditorTheme.theme.properties.Layer4Col.Hex2RGB();
break;
+ case 4:
+ c = EditorTheme.theme.properties.Layer5Col.Hex2RGB();
+ break;
}
// c = new Color(c.r, c.g, c.b, 0.85f);
diff --git a/Assets/Scripts/LevelEditor/editortheme.json b/Assets/Scripts/LevelEditor/editortheme.json
index 56f21c9f9..7f69ad1df 100644
--- a/Assets/Scripts/LevelEditor/editortheme.json
+++ b/Assets/Scripts/LevelEditor/editortheme.json
@@ -2,16 +2,17 @@
{
- "name": "Rhythm Heaven Mania Default Editor Theme",
+ "name": "Heaven Studio Default Editor Theme",
"properties": {
"TempoLayerCol": "6cbcc4",
"MusicLayerCol": "a663cc",
"Layer1Col": "ef476f",
- "Layer2Col": "ffd166",
- "Layer3Col": "06d6a0",
- "Layer4Col": "118ab2",
+ "Layer2Col": "f5813d",
+ "Layer3Col": "ffd166",
+ "Layer4Col": "06d6a0",
+ "Layer5Col": "118ab2",
"EventSelectedCol": "61e5ff",
"EventNormalCol": "FFFFFF",
diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs
index 0ae3b5e6b..cdb9132ef 100644
--- a/Assets/Scripts/Minigames.cs
+++ b/Assets/Scripts/Minigames.cs
@@ -219,7 +219,17 @@ namespace HeavenStudio
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
new GameAction("end", delegate { Debug.Log("end"); GameManager.instance.Stop(0); Timeline.instance?.SetTimeButtonColors(true, false, false);}),
new GameAction("skill star", delegate { }, 1f, true),
- new GameAction("flash", delegate
+
+ new GameAction("toggle inputs", delegate
+ {
+ GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
+ }, 0.5f, true, new List()
+ {
+ new Param("toggle", true, "Enable Inputs")
+ }),
+
+ // DEPRECATED! Now in VFX
+ new GameAction("flash", delegate
{
/*Color colA = eventCaller.currentEntity.colorA;
@@ -230,23 +240,15 @@ namespace HeavenStudio
GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
- }, 1f, true, new List()
+ }, 1f, true, new List()
{
new Param("colorA", Color.white, "Start Color"),
new Param("colorB", Color.white, "End Color"),
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
- } ),
- new GameAction("toggle inputs", delegate
- {
- GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
- }, 0.5f, true, new List()
- {
- new Param("toggle", true, "Enable Inputs")
- }),
+ }, hidden: true ),
- // DEPRECATED! Now in VFX
new GameAction("move camera", delegate
{
}, 1f, true, new List()
@@ -269,6 +271,7 @@ namespace HeavenStudio
},
hidden: true ),
}),
+
new Minigame("countIn", "Count-Ins", "", false, true, new List()
{
new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List()
@@ -306,8 +309,29 @@ namespace HeavenStudio
new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
}),
+
new Minigame("vfx", "Visual Effects", "", false, true, new List()
{
+ new GameAction("flash", delegate
+ {
+
+ /*Color colA = eventCaller.currentEntity.colorA;
+ Color colB = eventCaller.currentEntity.colorB;
+
+ Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
+ Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
+
+ GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
+
+ }, 1f, true, new List()
+ {
+ new Param("colorA", Color.white, "Start Color"),
+ new Param("colorB", Color.white, "End Color"),
+ new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
+ new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
+ new Param("ease", EasingFunction.Ease.Linear, "Ease")
+ }, hidden: false ),
+
new GameAction("move camera", delegate
{
//TODO: move cam