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Events
Aeroluna edited this page Jul 12, 2022
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4 revisions
Example:
"basicBeatmapEvents":[
{
"b": 8.0,
"et": 2,
"i": 1,
"f": 1,
"customData": {
"color": [1, 0, 1],
}
}
]- Will only apply to the single light it's attached to.
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"lightID": (int) Causes event to only affect specified ID. Can be an array. -
"color":[r, g, b, a](float) Array of RGB values (Alpha is optional and will default to 1 if not specified). -
"easing": (string) Any easing from easings.net (with the addition of easeLinear and easeStep). -
"lerpType": (string) Lerp asHSVorRGB.
(Courtesy of https://www.alanzucconi.com/2016/01/06/colour-interpolation/).
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"lockRotation": (bool) Set to true and the event it is attached to will not reset laser rotations. -
"speed": (float) Identical to just setting value, but allows for decimals. Will overwrite value (Because the game will randomize laser position on anything other than value 0, a small trick you can do is set value to 1 and _preciseSpeed to 0, creating 0 speed lasers with a randomized position). -
"direction": (int) Set the spin direction (0 left lasers spin CCW, 1 left lasers spin CW).
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"nameFilter": (string) Causes event to only affect rings with a listed name (e.g. SmallTrackLaneRings, BigTrackLaneRings). -
"rotation": (float) Dictates how far the first ring will spin. -
"step": (float) Dictates how much rotation is added between each ring. -
"prop": (float) Dictates the rate at which rings behind the first one have physics applied to them. High value makes all rings move simultaneously, low value gives them significant delay. -
"speed": (float) Dictates the speed multiplier of the rings. -
"direction": (int) Direction to spin the rings (1 spins clockwise, 0 spins counter-clockwise).
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"step": (float) Dictates how much position offset is added between each ring. -
"speed": (float) Dictates how quickly it will move to its new position.