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https://github.com/RHeavenStudio/HeavenStudio.git
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Feature: Textboxes and other text-related features (#90)
* Textboxes: setup prefab * Textboxes: basic functionality finished * Textbox: scaling * Textbox: open captions * Textbox: res edits * Textbox: song artist * Textbox: closed captions * Textbox: fix not being able to use multiple text events * I/O: save / load remixes using UTF-8 encoding * Textboxes: stop editor shortcuts while typing
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@ -150,27 +150,28 @@ namespace HeavenStudio
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new Param("toggle", true, "Enable Inputs")
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}),
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// DEPRECATED! Now in VFX
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new GameAction("move camera", delegate
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{
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//TODO: move cam
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}, 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", EasingFunction.Ease.Linear, "Ease Type")
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} ),
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},
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hidden: true ),
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new GameAction("rotate camera", delegate
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{
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//TODO: rot cam
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}, 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", EasingFunction.Ease.Linear, "Ease Type")
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} ),
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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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{
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@ -209,8 +210,66 @@ namespace HeavenStudio
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new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
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new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
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}),
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new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
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{
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new GameAction("move camera", delegate
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{
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//TODO: move cam
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}, 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", EasingFunction.Ease.Linear, "Ease Type")
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} ),
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new GameAction("rotate camera", delegate
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{
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//TODO: rot cam
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}, 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", EasingFunction.Ease.Linear, "Ease Type")
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} ),
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new GameAction("display textbox", delegate
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{
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}, 1f, true, new List<Param>()
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{
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new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
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new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
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new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
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new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
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} ),
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new GameAction("display open captions", delegate
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{
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}, 1f, true, new List<Param>()
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{
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new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
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new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
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new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
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new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
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} ),
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new GameAction("display closed captions", delegate
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{
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}, 1f, true, new List<Param>()
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{
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new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
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new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
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new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
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} ),
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new GameAction("display song artist", delegate
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{
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}, 1f, true, new List<Param>()
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{
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new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
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new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
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} ),
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}),
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};
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BuildLoadRunnerList();
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foreach(var load in loadRunners)
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{
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