revert even more. bleh
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@ -213,7 +213,7 @@ namespace HeavenStudio.Games
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}
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}
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public override void OnTimeChange(double beat)
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public override void OnTimeChange()
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{
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UpdateCameraZoom();
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}
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@ -290,7 +290,7 @@ namespace HeavenStudio.Games
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{
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}
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public virtual void OnTimeChange(double beat)
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public virtual void OnTimeChange()
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{
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}
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@ -193,7 +193,7 @@ namespace HeavenStudio.Games
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}
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}
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public override void OnTimeChange(double beat)
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public override void OnTimeChange()
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{
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UpdateCameraZoom();
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}
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@ -123,7 +123,7 @@ namespace HeavenStudio.Games
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Destroy(BallsHolder.transform.GetChild(i).gameObject);
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}
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public override void OnTimeChange(double beat)
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public override void OnTimeChange()
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{
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UpdateCameraZoom();
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}
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@ -179,7 +179,7 @@ namespace HeavenStudio.Games
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}
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}
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public override void OnTimeChange(double beat)
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public override void OnTimeChange()
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{
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UpdateCameraZoom();
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}
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@ -760,35 +760,6 @@ namespace HeavenStudio
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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", Util.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", Util.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", Util.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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