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Misc. Tweaks the tweakquel (#540)
* seesaw fix + stretchable pass turn revival * lockstep fixes * PLEASE FUCKING WORK * fixed it * some * more * quiz show input improvement
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@ -20,7 +20,10 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "endSmile" })
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}),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
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@ -32,7 +35,10 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "endSmile" })
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}),
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new Param("endSmile", new EntityTypes.Float(2, 100), "End Smile Beat", "How many beats after the catch should the smile end?")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
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