mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:27:40 +02:00
Correct the spelling and grammar of nightly games (#839)
* fix spelling and grammar errors in release 1 games * fix nightly game text
This commit is contained in:
@ -33,10 +33,10 @@ namespace HeavenStudio.Games.Loaders
|
||||
}),
|
||||
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
|
||||
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "The number of beats to wait before changing to the next scene."),
|
||||
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
|
||||
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
|
||||
}),
|
||||
@ -58,10 +58,10 @@ namespace HeavenStudio.Games.Loaders
|
||||
}),
|
||||
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
|
||||
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."),
|
||||
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
|
||||
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
|
||||
}),
|
||||
@ -84,10 +84,10 @@ namespace HeavenStudio.Games.Loaders
|
||||
}),
|
||||
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
|
||||
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
|
||||
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."),
|
||||
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
|
||||
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
|
||||
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
|
||||
}),
|
||||
@ -109,16 +109,16 @@ namespace HeavenStudio.Games.Loaders
|
||||
}),
|
||||
new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
|
||||
new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
|
||||
new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
|
||||
new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
|
||||
new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."),
|
||||
new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."),
|
||||
new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
|
||||
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
|
||||
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
|
||||
}),
|
||||
new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
|
||||
new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
|
||||
new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."),
|
||||
new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."),
|
||||
new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
|
||||
|
Reference in New Issue
Block a user