collapse param stuff

This commit is contained in:
Rapandrasmus 2023-11-23 20:37:33 +01:00
parent f574b3f918
commit c87210e52d

View file

@ -774,7 +774,10 @@ namespace HeavenStudio
new Param("colorB", Color.white, "End Color"), new Param("colorB", Color.white, "End Color"),
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"), new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"), new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease") new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
})
} }
), ),
new GameAction("filter", "Filter", 1f, true, new GameAction("filter", "Filter", 1f, true,
@ -791,7 +794,10 @@ namespace HeavenStudio
new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"), new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"), new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
}),
} }
), ),
new GameAction("move camera", "Move Camera", 1f, true, new List<Param>() new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
@ -904,7 +910,10 @@ namespace HeavenStudio
new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"), new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
new("rounded", false, "Rounded"), new("rounded", false, "Rounded"),
new("ease", Util.EasingFunction.Ease.Linear, "Ease"), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
}),
} }
}, },
new GameAction("cabb", "Chromatic Abberation") new GameAction("cabb", "Chromatic Abberation")
@ -914,7 +923,10 @@ namespace HeavenStudio
{ {
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"), new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"), new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
new("ease", Util.EasingFunction.Ease.Linear, "Ease"), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
}),
} }
}, },
new GameAction("bloom", "Bloom") new GameAction("bloom", "Bloom")
@ -937,7 +949,10 @@ namespace HeavenStudio
new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"), new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"), new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
new("ease", Util.EasingFunction.Ease.Linear, "Ease"), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
}),
} }
}, },
new GameAction("lensD", "Lens Distortion") new GameAction("lensD", "Lens Distortion")
@ -953,7 +968,10 @@ namespace HeavenStudio
new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"), new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"), new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
new("ease", Util.EasingFunction.Ease.Linear, "Ease"), new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
}),
} }
} }
}), }),