Drumming Practice Text Update

This commit is contained in:
ThatZeoMan 2024-01-08 22:03:46 -06:00
parent 0546f1f7af
commit 6b9c7cb6dc

View file

@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the drummers bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the drummers auto bop?")
new Param("bop", true, "Bop", "Toggle if the drummers should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if the drummers should automatically bop until another Bop event is reached.")
}
},
new GameAction("drum", "Hit Drum")
@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
new Param("toggle", true, "Applause", "Toggle if applause should be played on a successful hit.")
}
},
new GameAction("set mii", "Set Miis")
@ -39,24 +39,24 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii", new List<Param.CollapseParam>()
new Param("toggle", false, "Set All To Player", "Toggle if all Miis should be set to the player's (middle) Mii.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type", "type2", "type3" })
}),
new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "Set the Mii that the player will control."),
new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "Set the Mii on the left."),
new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "Set the Mii on the right."),
}
},
new GameAction("move npc drummers", "NPC Drummers Enter or Exit")
new GameAction("move npc drummers", "NPC Drummers")
{
function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.NPCDrummersEnterOrExit(e.beat, e.length, e["exit"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("exit", false, "Exit?", "Should the NPC drummers exit or enter?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
new Param("exit", false, "Exit", "Toggle if the NPC drummers should enter or exit the scene."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("set background color", "Background Color")
@ -67,12 +67,12 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "The top-most color of the background gradient"),
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "The top-most color of the background gradient"),
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "The bottom-most color of the background gradient"),
new Param("colorB", new Color(1, 1, 1), "Color B End", "The bottom-most color of the background gradient"),
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "Set the top-most color of the background gradient at the end of the event."),
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
new Param("colorB", new Color(1, 1, 1), "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "Set the color of the streaks that appear upon a successful hit."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
}
},