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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>
This commit is contained in:
@ -13,76 +13,6 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("seeSaw", "See-Saw", "ffb4f7", false, false, new List<GameAction>()
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{
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new GameAction("longLong", "Long Long")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
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}
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},
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new GameAction("longShort", "Long Short")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
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}
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},
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new GameAction("shortLong", "Short Long")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
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}
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},
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new GameAction("shortShort", "Short Short")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
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}
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},
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new GameAction("changeBgColor", "Change Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorFrom", SeeSaw.defaultBGColor, "Start Color (Top)", "The color the background will start at."),
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new Param("colorTo", SeeSaw.defaultBGColor, "End Color (Top)", "The color the background will end at."),
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new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Start Color (Bottom)", "The color the background will start at."),
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new Param("colorTo2", SeeSaw.defaultBGColorBottom, "End Color (Bottom)", "The color the background will end at."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease of the fade.")
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}
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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; SeeSaw.instance.Bop(e.beat, e.length, e["bopSee"], e["bopSaw"], e["autoSee"], e["autoSaw"], e["strumSee"], e["strumSaw"]); },
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@ -98,15 +28,85 @@ namespace HeavenStudio.Games.Loaders
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new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"),
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}
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},
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new GameAction("choke", "Choke")
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new GameAction("longLong", "Long Long")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("longShort", "Long Short")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("shortLong", "Short Long")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("shortShort", "Short Short")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("choke", "Strum")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("see", true, "See", "Will See Choke?"),
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new Param("saw", true, "Saw", "Will Saw Choke?")
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new Param("see", true, "See", "Toggle if See will strum and explode."),
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new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.")
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}
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},
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new GameAction("changeBgColor", "Background Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
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new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
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new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
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new Param("colorTo2", SeeSaw.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
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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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},
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new GameAction("recolor", "Color Pallete")
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@ -115,8 +115,8 @@ namespace HeavenStudio.Games.Loaders
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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("outline", SeeSaw.defaultOtherColor, "Outline Color", "The color of the outlines on see and saw."),
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new Param("fill", Color.white, "Fill Color", "The color of the fills on see and saw")
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new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."),
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new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.")
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}
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}
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},
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@ -285,7 +285,6 @@ namespace HeavenStudio.Games
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private void GrabJumpEvents(double beat)
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{
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Debug.Log("Beat: " + beat);
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var jumpEvents = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "longLong", "longShort", "shortLong", "shortShort" });
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List<RiqEntity> tempEvents = new List<RiqEntity>();
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for (int i = 0; i < jumpEvents.Count; i++)
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