mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 13:37:40 +02:00
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:
@ -19,12 +19,12 @@ namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whoBops", SamuraiSliceNtr.WhoBops.Both, "Who Bops?", "Who will bop?"),
|
||||
new Param("whoBopsAuto", SamuraiSliceNtr.WhoBops.None, "Who Bops? (Auto)", "Who will automatically begin bopping?")
|
||||
new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."),
|
||||
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("melon", "Melon")
|
||||
@ -36,8 +36,8 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 5,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("2b2t", false, "Melon2B2T", "Should the melon be reskinned as the 2B2T melon?"),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
|
||||
new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
|
||||
}
|
||||
},
|
||||
new GameAction("fish", "Fish")
|
||||
@ -49,7 +49,7 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 7,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the fish spills out when sliced"),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
|
||||
}
|
||||
},
|
||||
new GameAction("demon", "Demon")
|
||||
@ -61,7 +61,7 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 7,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the demon spills out when sliced"),
|
||||
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
|
||||
}
|
||||
},
|
||||
//backwards compatibility
|
||||
@ -167,17 +167,12 @@ namespace HeavenStudio.Games
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
SetupBopRegion("samuraiSliceNtr", "bop", "whoBopsAuto", false);
|
||||
SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false);
|
||||
}
|
||||
|
||||
public override void OnBeatPulse(double beat)
|
||||
{
|
||||
int whoBopsAuto = BeatIsInBopRegionInt(beat);
|
||||
bool goBopSamurai = whoBopsAuto == (int)WhoBops.Samurai || whoBopsAuto == (int)WhoBops.Both;
|
||||
bool goBopChild = whoBopsAuto == (int)WhoBops.Children || whoBopsAuto == (int)WhoBops.Both;
|
||||
|
||||
if (goBopSamurai) player.Bop();
|
||||
if (goBopChild) childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||
if (BeatIsInBopRegion(beat)) childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||
}
|
||||
|
||||
void Update()
|
||||
@ -190,7 +185,7 @@ namespace HeavenStudio.Games
|
||||
DoSlice();
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
|
||||
public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto)
|
||||
{
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
@ -201,22 +196,11 @@ namespace HeavenStudio.Games
|
||||
}
|
||||
}
|
||||
|
||||
void BopSingle(int whoBops)
|
||||
void BopSingle(bool whoBops)
|
||||
{
|
||||
switch (whoBops)
|
||||
if (whoBops)
|
||||
{
|
||||
case (int)WhoBops.Samurai:
|
||||
player.Bop();
|
||||
break;
|
||||
case (int)WhoBops.Children:
|
||||
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||
break;
|
||||
case (int)WhoBops.Both:
|
||||
player.Bop();
|
||||
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
childParent.GetComponent<NtrSamuraiChild>().Bop();
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user