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start reorganize GameAction
- this won't compile, haven't finished yet
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@ -14,26 +14,72 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP]</color>", "93ffb3", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { TapTrial.instance.Bop(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
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new GameAction("bop", "Bop")
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{
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new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
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}),
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new GameAction("tap", delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); }, 2.0f, false),
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new GameAction("double tap", delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); }, 2.0f, false),
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new GameAction("triple tap", delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); }, 4.0f, false),
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new GameAction("jump tap prep", delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); }, 1.0f, false),
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new GameAction("jump tap", delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
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new GameAction("final jump tap", delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); }, 2.0f, false),
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new GameAction("scroll event", delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
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function = delegate { TapTrial.instance.Bop(eventCaller.currentEntity.toggle); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Whether both will bop to the beat or not")
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}
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},
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new GameAction("tap", "Tap")
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{
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new Param("toggle", false, "Scroll FX", "Will scroll"),
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new Param("toggle", false, "Flash FX", "Will flash to white"),
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}),
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new GameAction("giraffe events", delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
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function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("double tap", "Double Tap")
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{
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new Param("toggle", false, "Enter", "Giraffe will enter the scene"),
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new Param("toggle", false, "Exit", "Giraffe will exit the scene"),
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})
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function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("triple tap", "Triple Tap")
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{
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function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f
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},
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new GameAction("jump tap prep", "Prepare Stance")
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{
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function = delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); },
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},
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new GameAction("jump tap", "Jump Tap")
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{
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function = delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("final jump tap", "Final Jump Tap")
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{
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function = delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("scroll event", "Scroll Background")
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{
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function = delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Scroll FX", "Will scroll"),
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new Param("toggle", false, "Flash FX", "Will flash to white"),
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}
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},
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new GameAction("giraffe events", "Giraffe Animations")
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{
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function = delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity.toggle, eventCaller.currentEntity.toggle); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Enter", "Giraffe will enter the scene"),
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new Param("toggle", false, "Exit", "Giraffe will exit the scene"),
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}
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}
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});
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}
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}
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