Lockstep Text Update
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3f2c147ffb
commit
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@ -26,8 +26,8 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("toggle", true, "Bop", "Should the stepswitchers bop?"),
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new Param("toggle", true, "Bop", "Toggle if the stepswitchers should bop for the duration of this event."),
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new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
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new Param("toggle2", false, "Bop (Auto)", "Toggle if the stepswitchers should automatically bop until another Bop event is reached."),
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},
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},
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},
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},
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new GameAction("stepping", "Stepping")
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new GameAction("stepping", "Stepping")
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@ -35,12 +35,12 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List<Param.CollapseParam>()
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{
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
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}),
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
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new Param("visual", true, "Background Visual")
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new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
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},
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},
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preFunctionLength = 1
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preFunctionLength = 1
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},
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},
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@ -50,9 +50,9 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4.5f,
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defaultLength = 4.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("sound", true, "Sound Cue"),
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new Param("sound", true, "Sound Cue", "Toggle if the \"Hai! Hai! Hai! Ha-Ha!\" sound should be played."),
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new Param("ho", true, "Ho Sounds", "Will the <ho, ho, ho, ho> sound be present?"),
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new Param("ho", true, "End Sounds", "Toggle if the \"Ho! Ho! Ho! Ho!\" sound should be played."),
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new Param("visual", true, "Background Visual")
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new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
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}
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}
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},
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},
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new GameAction("onbeatSwitch", "Switch to Onbeat")
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new GameAction("onbeatSwitch", "Switch to Onbeat")
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@ -61,9 +61,9 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 3f,
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defaultLength = 3f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("sound", true, "Sound Cue"),
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new Param("sound", true, "Sound Cue", "Toggle if the \"Mm-ha! Mm-ha! Hai!\" sound should be played."),
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new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"),
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new Param("hai", new EntityTypes.Integer(0, 100, 1), "Set how many \"Hai!\" sounds will play."),
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new Param("visual", true, "Background Visual")
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new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
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}
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}
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},
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},
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new GameAction("hai", "Hai")
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new GameAction("hai", "Hai")
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@ -74,25 +74,25 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
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preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
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},
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},
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new GameAction("set colours", "Set Colours")
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new GameAction("set colours", "Set Colors")
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{
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{
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function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
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function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Select the color that appears for the onbeat."),
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new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Set the color that appears for the onbeat."),
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new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Select the color that appears for the offbeat."),
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new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Set the color that appears for the offbeat."),
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new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Select the color used for the outline of the stepswitchers."),
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new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Set the color used for the outline of the stepswitchers."),
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new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Select the color that appears for the dark side of the stepwitchers."),
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new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Set the color that appears for the dark side of the stepwitchers."),
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new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
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new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Set the color that appears for the light side of the stepwitchers."),
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},
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},
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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},
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},
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new GameAction("zoom", "Preset Zooms")
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new GameAction("zoom", "Zoom Camera")
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{
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{
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function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
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function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level")
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new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level", "Set the level to zoom to.")
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}
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}
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},
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},
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new GameAction("bach", "Show Bach")
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new GameAction("bach", "Show Bach")
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@ -105,12 +105,12 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List<Param.CollapseParam>()
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{
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
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}),
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
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new Param("visual", true, "Background Visual")
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new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat."),
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},
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},
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preFunctionLength = 1,
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preFunctionLength = 1,
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resizable = true,
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resizable = true,
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