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>
This commit is contained in:
Zeo
2024-01-14 20:04:10 -06:00
committed by GitHub
parent 0d36d0f0cd
commit e50e4e39e0
71 changed files with 1329 additions and 1403 deletions

View File

@ -23,8 +23,8 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate { var e = eventCaller.currentEntity; FirstContact.PreInterval(e.beat, e.length, e["dialogue"], e["auto"]); },
parameters = new List<Param>()
{
new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "The line to use when messing up the translation"),
new Param("auto", true, "Auto Pass Turn")
new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "Set the line to use when messing up the translation."),
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
},
defaultLength = 3f,
resizable = true,
@ -35,10 +35,10 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount of spaces", "Spaces to add before the untranslated icon"),
new Param("dotdotdot", false, "Has ellipses?", "Will the man symbol be proceeded by a <...>?"),
new Param("newline", false, "New line?", "Should this text start a new line?"),
new Param("dialogue", "", "Dialogue", "What should this sound translate to?")
new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount Of Spaces", "Choose the amount of spaces to add before the icon."),
new Param("dotdotdot", false, "Ellipses", "Toggle if the symbol should have \"...\" before it."),
new Param("newline", false, "New line", "Toggle if this text starts a new line."),
new Param("dialogue", "", "Translation", "Set the text that this syllable will translate to. Spaces will not be automatically added.")
},
priority = 1
},
@ -57,26 +57,26 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>
{
new Param("toggle", false, "Stay", "If it's the end of the remix/song")
new Param("toggle", false, "Stay", "Toggle if the camera should stay on mission control even after the event has ended. This is usually used for the end of a level.")
}
},
new GameAction("look at", "Look At")
new GameAction("look at", "Look")
{
function = delegate { FirstContact.instance.LookAtDirection(eventCaller.currentEntity["type"], eventCaller.currentEntity["type2"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("type", FirstContact.alienLookAt.lookAtAlien, "Bob look at what", "[Bob] will look at what"),
new Param("type2", FirstContact.translatorLookAt.lookAtBob, "Alien look at what", "[Alien] will look at what"),
new Param("type", FirstContact.alienLookAt.lookAtAlien, "Farmer Bob", "Set where Farmer Bob will look."),
new Param("type2", FirstContact.translatorLookAt.lookAtBob, "Alien", "Set where the alien will look."),
}
},
new GameAction("live bar beat", "Live Bar Beat")
new GameAction("live bar beat", "\"Live\" Bar")
{
function = delegate { FirstContact.instance.LiveBarBeat(eventCaller.currentEntity["toggle"]); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("toggle", true, "On Beat", "If the live bar animation will be on beat or not")
new Param("toggle", true, "On Beat", "Toggle if the \"Live\" bar in the top-left will animate on onbeats or offbeats.")
}
}
},
@ -345,8 +345,6 @@ namespace HeavenStudio.Games
public void LookAtDirection(int alienLookAt, int translatorLookAt)
{
Debug.Log(alienLookAt);
Debug.Log(translatorLookAt);
switch (alienLookAt)
{
case 0: