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

@ -13,76 +13,6 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("seeSaw", "See-Saw", "ffb4f7", false, false, new List<GameAction>()
{
new GameAction("longLong", "Long Long")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
new GameAction("longShort", "Long Short")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
new GameAction("shortLong", "Short Long")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
new GameAction("shortShort", "Short Short")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Will they perform high jumps?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?")
}
},
new GameAction("changeBgColor", "Change Background Color")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorFrom", SeeSaw.defaultBGColor, "Start Color (Top)", "The color the background will start at."),
new Param("colorTo", SeeSaw.defaultBGColor, "End Color (Top)", "The color the background will end at."),
new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Start Color (Bottom)", "The color the background will start at."),
new Param("colorTo2", SeeSaw.defaultBGColorBottom, "End Color (Bottom)", "The color the background will end at."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease of the fade.")
}
},
new GameAction("bop", "Bop")
{
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"]); },
@ -98,15 +28,85 @@ namespace HeavenStudio.Games.Loaders
new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"),
}
},
new GameAction("choke", "Choke")
new GameAction("longLong", "Long Long")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("longShort", "Long Short")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("shortLong", "Short Long")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("shortShort", "Short Short")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
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."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("choke", "Strum")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("see", true, "See", "Will See Choke?"),
new Param("saw", true, "Saw", "Will Saw Choke?")
new Param("see", true, "See", "Toggle if See will strum and explode."),
new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.")
}
},
new GameAction("changeBgColor", "Background Appearance")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
new Param("colorTo2", SeeSaw.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("recolor", "Color Pallete")
@ -115,8 +115,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "The color of the outlines on see and saw."),
new Param("fill", Color.white, "Fill Color", "The color of the fills on see and saw")
new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."),
new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.")
}
}
},
@ -285,7 +285,6 @@ namespace HeavenStudio.Games
private void GrabJumpEvents(double beat)
{
Debug.Log("Beat: " + beat);
var jumpEvents = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "longLong", "longShort", "shortLong", "shortShort" });
List<RiqEntity> tempEvents = new List<RiqEntity>();
for (int i = 0; i < jumpEvents.Count; i++)