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

@ -33,8 +33,8 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
new Param("bop", true, "Bop", "Toggle if Boss should bop for the duration of this event."),
new Param("bossBop", false, "Bop (Auto)", "Toggle if Boss should automatically bop until another Bop event is reached."),
},
resizable = true,
priority = 1,
@ -54,7 +54,7 @@ namespace HeavenStudio.Games.Loaders
priority = 2,
parameters = new List<Param>()
{
new Param("bacon", false, "Bacon Ball", "Throw a bacon ball instead of the typical meat"),
new Param("bacon", false, "Bacon Ball", "Toggle if a bacon ball should be thrown instead of the typical dark meat"),
}.Concat(reactionParams).ToList(), // doing this because i want these params to always be the same
},
new GameAction("StartInterval", "Start Interval")
@ -68,7 +68,7 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("auto", true, "Auto Pass Turn")
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
},
preFunctionLength = 1
},
@ -92,8 +92,8 @@ namespace HeavenStudio.Games.Loaders
MeatGrinder.instance.DoExpressions(e["tackExpression"], e["bossExpression"]);
},
parameters = new List<Param>() {
new Param("tackExpression", MeatGrinder.TackExpressions.Content, "Tack Expression", "The expression Tack will display"),
new Param("bossExpression", MeatGrinder.BossExpressions.None, "Boss Expression", "The expression Boss will display"),
new Param("tackExpression", MeatGrinder.TackExpressions.Content, "Tack", "Set the expression Tack will display."),
new Param("bossExpression", MeatGrinder.BossExpressions.None, "Boss", "Set the expression Boss will display."),
}
},
new GameAction("cartGuy", "Cart Guy")
@ -105,9 +105,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
defaultLength = 16,
parameters = new List<Param>() {
new Param("spider", false, "On Phone", "Put a spider in the box?"),
new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "The direction the cart will be carted to."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the cart use?"),
new Param("spider", false, "On Phone", "Toggle if Cart Guy should be on his phone."),
new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "Set the direction the cart will be moved to."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
}
},
new GameAction("gears", "Gears")
@ -119,8 +119,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
defaultLength = 1,
parameters = new List<Param>() {
new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "How fast will the gears go?"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the gears speed up/slow down with?"),
new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "Set the speed of the gears."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action"),
}
},
},
@ -298,7 +298,7 @@ namespace HeavenStudio.Games
}
if (CartGuyParentAnim.gameObject.activeSelf) {
Debug.Log(cartPhone ? "PhoneBop" : "Bop");
// Debug.Log(cartPhone ? "PhoneBop" : "Bop");
if (cartPhone) {
CartGuyAnim.DoScaledAnimationAsync("PhoneBop", 0.5f);
} else {