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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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@ -16,48 +16,47 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List<GameAction>()
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{
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new GameAction("clap", "Clap")
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{
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function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
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resizable = true
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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; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
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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", true, "Bop", "Should the lions bop?"),
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new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"),
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new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?")
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new Param("bop", true, "Bop", "Toggle if the lions should bop for the duration of this event."),
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new Param("autoBop", false, "Bop (Auto)", "Toggle if the lions should automatically bop until another Bop event is reached."),
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new Param("emo", false, "Disable Emotion", "Toggle if the (non-player) lions should react to the player's performance when bopping.")
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}
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},
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new GameAction("prepare", "Prepare Stance")
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new GameAction("clap", "Clap")
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{
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function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
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resizable = true
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},
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new GameAction("prepare", "Prepare")
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{
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function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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new Param("toggle", false, "Alternate Pose", "Toggle if the lions should prepare using the alternate \"determined\" pose.")
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}
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},
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new GameAction("sign", "Sign Enter")
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new GameAction("sign", "Sign Control")
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{
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"], e["sfx"]); },
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
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parameters = new List<Param>()
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{
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
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new Param("down", true, "Down", "Should the sign go down?"),
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new Param("sfx", true, "Play SFX", "Should the sign play a sound effect"),
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new Param("down", true, "Enter", "Toggle if the sign should enter or exit the scene."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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},
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resizable = true
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},
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new GameAction("change lion count", "Change Lion Count")
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new GameAction("change lion count", "Change Lion Number")
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{
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function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
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new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.")
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}
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},
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// This is still here for backwards-compatibility but is hidden in the editor
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@ -157,9 +156,9 @@ namespace HeavenStudio.Games
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}
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}
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public void Sign(double beat, float length, int ease, bool down, bool playSfx)
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public void Sign(double beat, float length, int ease, bool down)
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{
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if (playSfx) SoundByte.PlayOneShotGame("clappyTrio/sign");
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SoundByte.PlayOneShotGame("clappyTrio/sign");
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signStartBeat = beat;
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signLength = length;
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lastEase = (Util.EasingFunction.Ease)ease;
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