mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
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Game Overlays (#280)
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
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@ -268,7 +268,19 @@ namespace HeavenStudio
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GameManager.instance.Stop(0);
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}
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),
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new GameAction("skill star", "Skill Star", 1f, true),
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new GameAction("skill star", "Skill Star", 1f, true)
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{
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//temp for testing
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function = delegate {
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var e = eventCaller.currentEntity;
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HeavenStudio.Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
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// BeatAction.New(HeavenStudio.Common.SkillStarManager.instance.gameObject, new List<BeatAction.Action>(){
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// new BeatAction.Action(e.beat + e.length, delegate {
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// HeavenStudio.Common.SkillStarManager.instance.DoStarJust();
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// })
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// });
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}
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},
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new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
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new List<Param>()
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{
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@ -391,20 +403,44 @@ namespace HeavenStudio
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),
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new GameAction("move camera", "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", EasingFunction.Ease.Linear, "Ease Type")
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new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
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new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
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}
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),
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new GameAction("rotate camera", "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", EasingFunction.Ease.Linear, "Ease Type")
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"),
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new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"),
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new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
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}
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),
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new GameAction("pan view", "Pan Viewport", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" )
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}
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),
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new GameAction("rotate view", "Rotate Viewport", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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}
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),
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new GameAction("scale view", "Scale Viewport", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"),
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new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" )
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}
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),
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new GameAction("screen shake", "Screen Shake", 1f, true,
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new List<Param>()
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