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

@ -13,6 +13,19 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceDance", "Space Dance", "0014d6", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.EpicBop(e.beat, e.length, e["auto"], e["bop"], e["grampsAuto"], e["gramps"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Dancers Bop", "Toggle if the dancers should bop for the duration of this event."),
new Param("auto", false, "Dancers Bop (Auto)", "Toggle if the dancers should automatically bop until another Bop event is reached."),
new Param("gramps", false, "Gramps Bop", "Toggle if Space Gramps should bop for the duration of this event."),
new Param("grampsAuto", false, "Gramps Bop (Auto)", "Toggle if Space Gramps should automatically bop until another Bop event is reached.")
},
resizable = true,
defaultLength = 4f
},
new GameAction("turn right", "Turn Right")
{
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["gramps"]); },
@ -20,8 +33,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."),
new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will turn right with the dancers.")
}
},
new GameAction("sit down", "Sit Down")
@ -31,8 +44,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."),
new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will sit down with the dancers.")
}
},
new GameAction("punch", "Punch")
@ -42,8 +55,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2.0f,
parameters = new List<Param>()
{
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Who Speaks?", "Who will say the voice line for the cue?"),
new Param("gramps", false, "Space Gramps Animations", "Will Space Gramps turn right?")
new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."),
new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will punch with the dancers.")
}
},
new GameAction("shootingStar", "Shooting Star")
@ -53,7 +66,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the shooting of the stars use?")
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("changeBG", "Change Background Color")
@ -63,32 +76,19 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("start", SpaceDance.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
new Param("end", SpaceDance.defaultBGColor, "End Color", "The end color for the fade."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
new Param("start", SpaceDance.defaultBGColor, "Start Color", "Set the color at the start of the event."),
new Param("end", SpaceDance.defaultBGColor, "End Color", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.EpicBop(e.beat, e.length, e["auto"], e["bop"], e["grampsAuto"], e["gramps"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Dancers Bop", "Should the dancers bop?"),
new Param("auto", false, "Dancers Bop (Auto)", "Should the dancers auto bop?"),
new Param("gramps", false, "Gramps Bop", "Should Space Gramps bop with the dancers?"),
new Param("grampsAuto", false, "Gramps Bop (Auto)", "Should Space Gramps auto bop with the dancers?")
},
resizable = true,
defaultLength = 4f
},
new GameAction("grampsAnims", "Space Gramps Animations")
{
function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.GrampsAnimations(e.beat, e["type"], e["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Looping", "Should the animation loop?"),
new Param("type", SpaceDance.GrampsAnimationType.Talk, "Which animation?", "Which animation should space gramps do?")
new Param("toggle", true, "Loop", "Toggle if the animation should loop."),
new Param("type", SpaceDance.GrampsAnimationType.Talk, "Animation", "Set the animation for Space Gramps to perform.")
}
},
new GameAction("scroll", "Scrolling Background")
@ -96,8 +96,8 @@ namespace HeavenStudio.Games.Loaders
function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); },
defaultLength = 1f,
parameters = new List<Param>() {
new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal", "How fast does the background move horizontally?"),
new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical", "How fast does the background move vertically?"),
new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal Speed", "Set how fast the background will scroll horizontally."),
new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical Speed", "Set how fast the background will scroll vertically."),
}
},
},