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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:17:38 +02:00
start implementation of new format
needs fixes for some types
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@ -259,7 +259,7 @@ namespace HeavenStudio
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},
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delegate
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{
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GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
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GameManager.instance.ToggleInputs(eventCaller.currentEntity["toggle"]);
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}
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),
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@ -300,14 +300,14 @@ namespace HeavenStudio
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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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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }
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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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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }
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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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@ -315,7 +315,7 @@ namespace HeavenStudio
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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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},
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delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }
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delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
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),
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new GameAction("cowbell", "Cowbell",
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function: delegate { SoundEffects.Cowbell(); }
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@ -331,7 +331,7 @@ namespace HeavenStudio
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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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},
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function: delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }
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function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); }
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),
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// These are still here for backwards-compatibility but are hidden in the editor
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