diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs
index 7b947d42e..e19abf778 100644
--- a/Assets/Scripts/Games/AirRally/AirRally.cs
+++ b/Assets/Scripts/Games/AirRally/AirRally.cs
@@ -33,7 +33,7 @@ namespace HeavenStudio.Games.Loaders
new GameAction("forthington voice lines", delegate { AirRally.instance.ForthVoice(e.currentEntity.type, e.currentEntity.type2); }, 1f, false, new List()
{
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
- new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
+ new Param("type2", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}),
});
diff --git a/Assets/Scripts/Games/FirstContact/FirstContact.cs b/Assets/Scripts/Games/FirstContact/FirstContact.cs
index 80384be07..ae2946616 100644
--- a/Assets/Scripts/Games/FirstContact/FirstContact.cs
+++ b/Assets/Scripts/Games/FirstContact/FirstContact.cs
@@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
new GameAction("look at", delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type); }, .5f, false, new List()
{
new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"),
- new Param("type", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
+ new Param("type2", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
}),
new GameAction("live bar beat", delegate { FirstContact.instance.liveBarBeat(eventCaller.currentEntity.toggle); }, .5f, false, new List()
{
diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
index 09cf71188..0e0e48714 100644
--- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
+++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
@@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class AbgMarcherLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
- return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "000000", false, false, new List()
+ return new Minigame("marchingOrders", "Marching Orders \n[WIP]", "00A43B", false, false, new List()
{
//from krispy:
//i'm not that good at coding but i'll try my best to make a minigame
@@ -25,7 +25,11 @@ namespace HeavenStudio.Games.Loaders
//new GameAction("attention", delegate {}, 2f, false),
//new GameAction("march", delegate {}, 2f, false),
//new GameAction("halt", delegate {}, 2f, false),
- //new GameAction("face, turn", delegate {}, 4f, false),
+ //new GameAction("face turn", delegate {}, 4f, false, parameters: new List()
+ //{
+ // new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
+ // new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
+ //}),
});
}
}
@@ -33,9 +37,18 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
- // using Scripts_MarchingOrders;
+ //using Scripts_MarchingOrders;
public class MarchingOrders : Minigame
{
+ public enum DirectionFaceTurn {
+ Right,
+ Left,
+ }
+ public enum FaceTurnLength {
+ Normal,
+ Fast,
+ }
+
// Start is called before the first frame update
void Awake()
{