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Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -1096,6 +1096,7 @@ namespace HeavenStudio
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}),
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}
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},
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new GameAction("colorGrading", "Color Grading")
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{
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resizable = true,
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@ -1128,6 +1129,124 @@ namespace HeavenStudio
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}),
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}
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},
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new GameAction("gaussBlur", "Gaussian Blur")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 5f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 5f, 1f), "End Intensity", "Set the intensity at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Linear, new string[] { "intenStart" })
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}),
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}
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},
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new GameAction("retroTv", "Retro TV")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Distortion", "Set the distortion at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 0.2f), "End Distortion", "Set the distortion at the end of the event."),
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new("rgbStart", new EntityTypes.Float(0f, 1f, 1f), "Start RGB Blend", "Set the RGB blend at the start of the event."),
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new("rgbEnd", new EntityTypes.Float(0f, 1f, 1f), "End RGB Blend", "Set the RGB blend at the end of the event."),
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new("bottomStart", new EntityTypes.Float(0f, 1f, 0f), "Start Bottom Collapse", "Set the bottom collapse at the start of the event."),
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new("bottomEnd", new EntityTypes.Float(0f, 1f, 0.02f), "End Bottom Collapse", "Set the bottom collapse at the end of the event."),
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new("noiseStart", new EntityTypes.Float(0f, 1f, 0f), "Start Noise", "Set the noise at the start of the event."),
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new("noiseEnd", new EntityTypes.Float(0f, 1f, 0.3f), "End Noise", "Set the noise knee at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "rgbStart", "bottomStart", "noiseStart"})
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}),
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}
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},
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new GameAction("scanJitter", "Scan Line Jitter")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Intensity", "Set the intensity at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", 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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new GameAction("analogNoise", "Analog Noise")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Speed", "Set the speed at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Speed", "Set the speed at the end of the event."),
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new("fadingStart", new EntityTypes.Float(0f, 1f, 0f), "Start Fading", "Set the fading at the start of the event."),
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new("fadingEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Fading", "Set the fading at the end of the event."),
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new("thresholdStart", new EntityTypes.Float(0f, 1f, 0f), "Start Threshold", "Set the threshold at the start of the event."),
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new("thresholdEnd", new EntityTypes.Float(0f, 1f, 0.8f), "End Threshold", "Set the threshold at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "fadingStart", "thresholdStart"})
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}),
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}
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},
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new GameAction("screenJump", "Screen Jump")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 0.01f), "End Intensity", "Set the intensity at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", 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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new GameAction("sobelNeon", "Neon")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0.1f, 1f, 0.1f), "Start Intensity", "Set the edge fade at the start of the event."),
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new("intenEnd", new EntityTypes.Float(0.1f, 1f, 1f), "End Intensity", "Set the edge fade at the end of the event."),
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new("edgeWidthStart", new EntityTypes.Float(0.05f, 5f, 0.05f), "Start Edge Width", "Set the edge width at the start of the event."),
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new("edgeWidthEnd", new EntityTypes.Float(0.05f, 5f, 2f), "End Edge Width", "Set the edge width at the end of the event."),
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new("bgFadeStart", new EntityTypes.Float(0f, 1f, 0f), "Start Background Presence", "Set the background presence at the start of the event."),
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new("bgFadeEnd", new EntityTypes.Float(0f, 1f, 0f), "End Background Presence", "Set the background presence at the end of the event."),
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new("brightnessStart", new EntityTypes.Float(0f, 2f, 0f), "Start Brightness", "Set the brightness at the start of the event."),
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new("brightnessEnd", new EntityTypes.Float(0f, 2f, 1f), "End Brightness", "Set the brightness at the end of the event."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "edgeWidthStart", "bgFadeStart", "brightnessStart" })
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}),
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}
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},
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new GameAction("screenTiling", "Tile Screen")
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{
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resizable = true,
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@ -1159,7 +1278,9 @@ namespace HeavenStudio
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
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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 Minigame("advanced", "Advanced", "", false, true, new List<GameAction>()
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