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Internal: separate minigame definitions
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@ -6,6 +6,39 @@ using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class CtrDrummingLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
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new GameAction("drum", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); }, 2f, parameters: new List<Param>()
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{
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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}),
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new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.type2, e.type3, e.toggle); }, 0.5f, parameters: new List<Param>()
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{
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
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}),
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new GameAction("set background color", delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
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{
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
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new Param("colorB", new Color(1, 1, 1), "Color B", "The bottom-most color of the background gradient"),
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new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit")
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})
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_DrummingPractice;
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