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Mass Text Update (#615)
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -15,17 +15,28 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", "ff376c", "f2f2f2", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
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new Param("bopAuto", CatchyTune.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
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},
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},
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new GameAction("orange", "Orange")
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{
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defaultLength = 4f,
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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", new List<Param.CollapseParam>()
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new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the orange falls down."),
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new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile 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, 2), "End Smile Beat", "How many beats after the catch should the smile end?")
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new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.")
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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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},
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@ -35,25 +46,14 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 8f,
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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", new List<Param.CollapseParam>()
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new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the pineapple falls down."),
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new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile 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, 2), "End Smile Beat", "How many beats after the catch should the smile end?")
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new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.")
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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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},
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"),
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new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"),
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},
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}
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},
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new List<string>() { "ctr", "normal" },
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