mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
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Mass Text Update (#615)
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
@ -740,7 +740,7 @@ namespace HeavenStudio
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function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
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parameters: new List<Param>()
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{
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new Param("toggle", true, "Black Flash", "Enable or disable the black screen for this Game Switch")
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new Param("toggle", true, "Black Flash", "Toggle if there should be a blck flash before the game is switched. You should only disable this if you know what you're doing.")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
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),
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@ -764,7 +764,7 @@ namespace HeavenStudio
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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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new Param("toggle", true, "Enable Inputs")
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new Param("toggle", true, "Allow Inputs", "Toggle if the player is able to input. Any missed cues while this is disabled will not be counted as a miss and will not break a perfect.")
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},
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delegate
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{
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@ -807,22 +807,22 @@ namespace HeavenStudio
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new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
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new List<Param>()
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); }
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),
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new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
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new List<Param>()
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{
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new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
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new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); }
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),
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new GameAction("count", "Count", 1f, false,
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new List<Param>()
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{
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new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."),
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new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
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),
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@ -838,7 +838,7 @@ namespace HeavenStudio
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new GameAction("go!", "Go!", 1f, false,
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new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
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},
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function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); }
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),
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@ -865,11 +865,11 @@ namespace HeavenStudio
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new GameAction("flash", "Flash", 1f, true,
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new List<Param>()
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{
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new Param("colorA", Color.white, "Start 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("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("colorB", Color.white, "End Color", "Set the color at the end of the event."),
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity", "Set the opacity at the start of the event."),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity", "Set the opacity at the end of the event."),
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new Param("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[] { "colorA", "valA" })
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})
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@ -878,7 +878,7 @@ namespace HeavenStudio
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new GameAction("filter", "Filter", 1f, true,
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new List<Param>()
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{
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new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
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new Param("filter", Games.Global.Filter.FilterType.grayscale, "Type", "Set the type of filter to use."),
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// old
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/*new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
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@ -886,10 +886,10 @@ namespace HeavenStudio
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new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
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// new
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new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Slot 1 is activated first and slot 10 last."),
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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("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Set the slot for the filter. Higher slots are applied first. There can only be one filter per slot."),
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new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity", "Set the intensity at the start of the event."),
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new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity", "Set the intensity at the end of the event."),
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new Param("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[] { "start" })
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}),
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@ -897,20 +897,42 @@ 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", "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", Util.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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new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
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new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Set the position on the Z axis."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
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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", "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", Util.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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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Set the up/down rotation."),
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new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Set the left/right rotation."),
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new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Set the clockwise/counterclockwise rotation."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
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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", "Set the position on the X axis."),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
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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", "Set the clockwise/counterclockwise rotation."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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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", "Set the width of the viewport."),
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new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Set the height of the viewport."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
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}
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),
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new("stretch camera", "Stretch Camera")
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@ -918,87 +940,77 @@ namespace HeavenStudio
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resizable = true,
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parameters = new()
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{
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new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width"),
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new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height"),
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new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width"),
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new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width", "Set the width at the start of the event."),
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new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width", "Set the width at the end of the event."),
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new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height", "Set the height at the start of the event."),
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new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height", "Set the height 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[] { "x1", "y1" })
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}),
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new Param("axis", GameCamera.CameraAxis.All, "Axis")
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new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified.")
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}
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},
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new GameAction("camera background color", "Camera Background Color", 1, true, new List<Param>()
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new GameAction("fitScreen", "Force Game Stretching To Window")
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{
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defaultLength = 0.5f,
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parameters = new()
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{
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new Param("color", Color.black, "Start Color"),
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new Param("color2", Color.black, "End Color"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type")
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new("enable", true, "Enabled", "Toggle if the game should be forced to stretch to the window size, removing the letterbox.")
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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", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
||||
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", Util.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", Util.EasingFunction.Ease.Linear, "Ease Type"),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" )
|
||||
}
|
||||
),
|
||||
|
||||
},
|
||||
new GameAction("screen shake", "Screen Shake", 1f, true,
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||||
new List<Param>()
|
||||
{
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||||
new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
|
||||
new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
|
||||
new Param("easedA", new EntityTypes.Float(0, 10, 0), "Start Horizontal Intensity", "Set the horizontal intensity of the screen shake at the start of the event."),
|
||||
new Param("valA", new EntityTypes.Float(0, 10, 0), "End Horizontal Intensity", "Set the horizontal intensity of the screen shake at the end of the event."),
|
||||
new Param("easedB", new EntityTypes.Float(0, 10, 0.5f), "Start Vertical Intensity", "Set the vertical intensity of the screen shake at the start of the event."),
|
||||
new Param("valB", new EntityTypes.Float(0, 10, 0.5f), "End Vertical Intensity", "Set the vertical intensity of the screen shake at the end of the event."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "easedA", "easedB" })
|
||||
}),
|
||||
}
|
||||
),
|
||||
|
||||
new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
|
||||
{
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new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
|
||||
new Param("text1", "", "Text", "Set the text to display in the textbox. Rich text is supported."),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Set where to anchor the textbox."),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the textbox."),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the textbox.")
|
||||
}
|
||||
),
|
||||
new GameAction("display open captions", "Display Open Captions", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
|
||||
new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
|
||||
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Set where to anchor the captions."),
|
||||
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the captions."),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the captions.")
|
||||
}
|
||||
),
|
||||
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
||||
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
|
||||
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
|
||||
new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
|
||||
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Set where to anchor the captions."),
|
||||
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Height", "Set the height of the captions.")
|
||||
}
|
||||
),
|
||||
new GameAction("display song artist", "Display Song Info", 1f, true,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
|
||||
new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
|
||||
new Param("instantOn", false, "Instant Show", "Skip the show animation?"),
|
||||
new Param("instantOff", false, "Instant Hide", "Skip the hide animation?"),
|
||||
new Param("text1", "", "Title", "Set the text to display in the upper label. Rich text is supported."),
|
||||
new Param("text2", "", "Artist", "Set the text to display in the lower label. Rich text is supported."),
|
||||
new Param("instantOn", false, "Instant Show", "Toggle if the slide-in animation should be skipped."),
|
||||
new Param("instantOff", false, "Instant Hide", "Toggle if the slide-out animation should be skipped."),
|
||||
}
|
||||
),
|
||||
new GameAction("camera background color", "Camera Background Color", 1, true, new List<Param>()
|
||||
{
|
||||
new Param("color", Color.black, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("color2", Color.black, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
),
|
||||
|
||||
@ -1008,20 +1020,20 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("colorStart", Color.black, "Start Color"),
|
||||
new("colorEnd", Color.black, "End Color"),
|
||||
new("colorStart", Color.black, "Start Color", "Set the color at the start of the event."),
|
||||
new("colorEnd", Color.black, "End Color", "Set the color at the end of the event."),
|
||||
|
||||
new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"),
|
||||
new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"),
|
||||
new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness", "Set the smoothness at the start of the event."),
|
||||
new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness", "Set the smoothness at the end of the event."),
|
||||
|
||||
new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness"),
|
||||
new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
|
||||
new("rounded", false, "Rounded"),
|
||||
new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness", "Set the roundness at the start of the event."),
|
||||
new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness", "Set the roundness at the end of the event."),
|
||||
new("rounded", false, "Rounded", "Toggle if the vignette should be equal on all sides."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
|
||||
}),
|
||||
@ -1032,9 +1044,9 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
|
||||
}),
|
||||
@ -1045,22 +1057,22 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"),
|
||||
new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("colorStart", Color.white, "Start Tint"),
|
||||
new("colorEnd", Color.white, "End Tint"),
|
||||
new("colorStart", Color.white, "Start Tint", "Set the tint at the start of the event."),
|
||||
new("colorEnd", Color.white, "End Tint", "Set the tint at the end of the event."),
|
||||
|
||||
new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"),
|
||||
new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"),
|
||||
new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold", "Set the threshold at the start of the event."),
|
||||
new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold", "Set the threshold at the end of the event."),
|
||||
|
||||
new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"),
|
||||
new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"),
|
||||
new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee", "Set the soft knee at the start of the event."),
|
||||
new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee", "Set the soft knee at the end of the event."),
|
||||
|
||||
new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
|
||||
new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
|
||||
new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio", "Set the anamorphic ratio at the start of the event."),
|
||||
new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio", "Set the anamorphic ratio at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
|
||||
}),
|
||||
@ -1071,15 +1083,15 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"),
|
||||
new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"),
|
||||
new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"),
|
||||
new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
|
||||
new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
|
||||
new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier", "Set the X multiplier at the start of the event."),
|
||||
new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier", "Set the X multiplier at the end of the event."),
|
||||
new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier", "Set the Y multiplier at the start of the event."),
|
||||
new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier", "Set the Y multiplier at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
|
||||
}),
|
||||
@ -1090,15 +1102,15 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size"),
|
||||
new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size"),
|
||||
new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size", "Set the size at the start of the event."),
|
||||
new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size", "Set the size at the end of the event."),
|
||||
|
||||
new("colored", true, "Colored"),
|
||||
new("colored", true, "Colored", "Toggle if the grain will be colored."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "sizeStart" })
|
||||
}),
|
||||
@ -1109,52 +1121,44 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature"),
|
||||
new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature"),
|
||||
new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature", "Set the temperature at the start of the event."),
|
||||
new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature", "Set the temperature at the end of the event."),
|
||||
|
||||
new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint"),
|
||||
new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint"),
|
||||
new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint", "Set the tint at the start of the event."),
|
||||
new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint", "Set the tint at the end of the event."),
|
||||
|
||||
new("colorStart", Color.white, "Start Color Filter"),
|
||||
new("colorEnd", Color.white, "End Color Filter"),
|
||||
new("colorStart", Color.white, "Start Color Filter", "Set the color filter at the start of the event."),
|
||||
new("colorEnd", Color.white, "End Color Filter", "Set the color filter at the end of the event."),
|
||||
|
||||
new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift"),
|
||||
new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift"),
|
||||
new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift", "Set the hue shift at the start of the event."),
|
||||
new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift", "Set the hue shift at the end of the event."),
|
||||
|
||||
new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation"),
|
||||
new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation"),
|
||||
new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation", "Set the saturation at the start of the event."),
|
||||
new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation", "Set the saturation at the end of the event."),
|
||||
|
||||
new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness"),
|
||||
new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness"),
|
||||
new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness", "Set the brightness at the start of the event."),
|
||||
new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness", "Set the brightness at the end of the event."),
|
||||
|
||||
new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast"),
|
||||
new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast"),
|
||||
new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast", "Set the contrast at the start of the event."),
|
||||
new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast", "Set the contrast at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("fitScreen", "Fit Game To Screen")
|
||||
{
|
||||
defaultLength = 0.5f,
|
||||
parameters = new()
|
||||
{
|
||||
new("enable", true, "Enabled")
|
||||
}
|
||||
},
|
||||
new GameAction("screenTiling", "Tile Screen")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles"),
|
||||
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles"),
|
||||
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles"),
|
||||
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles"),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis"),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the amount of horizontal tiles at the start of the event."),
|
||||
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."),
|
||||
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."),
|
||||
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart" })
|
||||
}),
|
||||
@ -1165,12 +1169,12 @@ namespace HeavenStudio
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll"),
|
||||
new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll"),
|
||||
new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll"),
|
||||
new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll"),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis"),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll", "Set the horizontal scroll at the start of the event."),
|
||||
new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll", "Set the horizontal scroll at the end of the event."),
|
||||
new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll", "Set the vertical scroll at the start of the event."),
|
||||
new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll", "Set the vertical scroll at the end of the event."),
|
||||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
|
||||
}),
|
||||
|
Reference in New Issue
Block a user