Marching Orders Text Update

This commit is contained in:
ThatZeoMan 2024-01-11 21:56:46 -06:00
parent 68d121d3b0
commit 4a19b99ab5

View file

@ -60,9 +60,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the cadets bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"),
new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"),
new Param("bop", true, "Bop", "Toggle if the cadets should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if the cadets should automatically bop until another Bop event is reached."),
new Param("clap", false, "Clap", "Toggle if the cadets should clap instead of bop."),
}
},
new GameAction("attention", "Attention...")
@ -78,8 +78,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>
{
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
new Param("shouldMarch", true, "March", "Disable automatic marching"),
new Param("disableVoice", false, "Mute Voice", "Toggle if the Sergeant's cue should play."),
new Param("shouldMarch", true, "March", "Toggle if the cadets should automatically march. If not, you should use a \"Force Marching\" event."),
},
priority = 5,
},
@ -92,8 +92,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."),
new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."),
}
},
new GameAction("faceTurnFast", "Fast Face Turn")
@ -105,8 +105,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."),
new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."),
}
},
new GameAction("halt", "Halt!")
@ -123,13 +123,13 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
new Param("start", true, "Start Moving", "Toggle if the conveyor should start moving."),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Set the direction the conveyor will move."),
},
defaultLength = 7f,
resizable = true,
},
new GameAction("background", "Background Colors")
new GameAction("background", "Background Appearance")
{
function = delegate {
var e = eventCaller.currentEntity;
@ -138,16 +138,16 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"),
new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"),
new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"),
new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"),
new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"),
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"),
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"),
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"),
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Set the color of the background."),
new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Set the color of the wall."),
new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Set the color of the tile outline."),
new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Set the color of the tile shading."),
new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Set the color of the tile's main color."),
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Set the color of the pipes' outline."),
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Set the color of the pipes' shading."),
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Set the color of the pipes."),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyer belt."),
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Set the conveyor's trim color."),
}
},