collapse param stuff
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f574b3f918
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@ -774,7 +774,10 @@ namespace HeavenStudio
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new Param("colorB", Color.white, "End 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("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("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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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
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})
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}
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}
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),
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),
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new GameAction("filter", "Filter", 1f, true,
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new GameAction("filter", "Filter", 1f, true,
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@ -791,7 +794,10 @@ namespace HeavenStudio
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new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
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new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
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new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
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new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
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}),
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}
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}
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),
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),
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new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
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new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
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@ -904,7 +910,10 @@ namespace HeavenStudio
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new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
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new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
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new("rounded", false, "Rounded"),
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new("rounded", false, "Rounded"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
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}),
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}
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}
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},
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},
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new GameAction("cabb", "Chromatic Abberation")
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new GameAction("cabb", "Chromatic Abberation")
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@ -914,7 +923,10 @@ namespace HeavenStudio
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{
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{
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new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
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new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
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}),
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}
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}
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},
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},
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new GameAction("bloom", "Bloom")
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new GameAction("bloom", "Bloom")
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@ -937,7 +949,10 @@ namespace HeavenStudio
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new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
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new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
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new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
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new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
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}),
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}
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}
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},
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},
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new GameAction("lensD", "Lens Distortion")
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new GameAction("lensD", "Lens Distortion")
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@ -953,7 +968,10 @@ namespace HeavenStudio
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new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
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new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
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new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
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new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
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}),
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}
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}
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}
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}
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}),
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}),
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