mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:47:37 +02:00
start implementation of new format
needs fixes for some types
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@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("shoot", "Pitch Ball")
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{
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function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.type); },
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function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, false, eventCaller.currentEntity["type"]); },
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defaultLength = 2,
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parameters = new List<Param>()
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{
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@ -23,7 +23,7 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("shootHigh", "Pitch High Ball")
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{
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function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); },
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function = delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity["type"]); },
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defaultLength = 3,
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parameters = new List<Param>()
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{
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@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("costume", "Change Batter Costume")
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{
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function = delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); },
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function = delegate { Spaceball.instance.Costume(eventCaller.currentEntity["type"]); },
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parameters = new List<Param>()
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{
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new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
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@ -94,7 +94,7 @@ namespace HeavenStudio.Games
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public Sprite[] Balls;
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private List<Beatmap.Entity> allCameraEvents = new List<Beatmap.Entity>();
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private List<DynamicBeatmap.DynamicEntity> allCameraEvents = new List<DynamicBeatmap.DynamicEntity>();
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public Alien alien;
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@ -121,7 +121,7 @@ namespace HeavenStudio.Games
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{
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instance = this;
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var camEvents = EventCaller.GetAllInGameManagerList("spaceball", new string[] { "camera" });
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List<Beatmap.Entity> tempEvents = new List<Beatmap.Entity>();
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List<DynamicBeatmap.DynamicEntity> tempEvents = new List<DynamicBeatmap.DynamicEntity>();
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for (int i = 0; i < camEvents.Count; i++)
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{
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if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeats)
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@ -187,26 +187,26 @@ namespace HeavenStudio.Games
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if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
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{
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if (currentZoomIndex - 1 >= 0)
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lastCamDistance = allCameraEvents[currentZoomIndex - 1].valA * -1;
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lastCamDistance = allCameraEvents[currentZoomIndex - 1]["valA"] * -1;
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else
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{
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if (currentZoomIndex == 0)
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lastCamDistance = -10;
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else
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lastCamDistance = allCameraEvents[0].valA * -1;
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lastCamDistance = allCameraEvents[0]["valA"] * -1;
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}
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currentZoomCamBeat = allCameraEvents[currentZoomIndex].beat;
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currentZoomCamLength = allCameraEvents[currentZoomIndex].length;
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float dist = allCameraEvents[currentZoomIndex].valA * -1;
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float dist = allCameraEvents[currentZoomIndex]["valA"] * -1;
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if (dist > 0)
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currentZoomCamDistance = 0;
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else
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currentZoomCamDistance = dist;
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lastEase = allCameraEvents[currentZoomIndex].ease;
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lastEase = allCameraEvents[currentZoomIndex]["ease"];
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}
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}
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