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() {