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

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