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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>
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@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn", "Will the turn automatically be passed at the end of this event?")
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
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}
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},
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new GameAction("small ball", "Small Ball")
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@ -34,7 +34,7 @@ namespace HeavenStudio.Games.Loaders
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priority = 1,
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parameters = new List<Param>()
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{
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new Param("hasGandw", false, "Has Mr. Game & Watch")
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new Param("hasGandw", false, "Mr. Game & Watch", "Toggle if Mr. Game & Watch should be riding on the ball.")
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}
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},
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new GameAction("passTurn", "Pass Turn")
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@ -42,16 +42,16 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate { WorkingDough.PrePassTurn(eventCaller.currentEntity.beat); },
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preFunctionLength = 1
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},
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new GameAction("launch spaceship", "Launch Spaceship")
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new GameAction("rise spaceship", "Rise Up Spaceship")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 0
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},
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new GameAction("rise spaceship", "Rise Up Spaceship")
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new GameAction("launch spaceship", "Launch Spaceship")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 0
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@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.")
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new Param("toggle", false, "Up", "Toggle if the dough dudes should go up or down.")
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},
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resizable = true,
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priority = 0
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@ -72,7 +72,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantElevation(e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.")
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new Param("toggle", true, "Up", "Toggle if the dough dudes should go up or down.")
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},
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defaultLength = 0.5f,
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priority = 0
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@ -83,7 +83,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.")
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new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
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},
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resizable = true,
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priority = 0
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@ -93,7 +93,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantGANDWEnterOrExit(e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.")
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new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
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},
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defaultLength = 0.5f,
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priority = 0
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@ -104,7 +104,7 @@ 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("ship", false, "Spaceship Only", "Will only the spaceship be affected by this event?")
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new Param("ship", false, "Spaceship Only", "Toggle if the only the spaceship should be toggled.")
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}
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}
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},
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@ -298,7 +298,6 @@ namespace HeavenStudio.Games
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}
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if (isBig) hasBigBall = true;
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}
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Debug.Log(autoPassTurn);
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if (autoPassTurn)
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{
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PassTurn(beat + interval, interval, beat);
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