diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs index a461fdcd3..c98a61f87 100644 --- a/Assets/Scripts/Games/CoinToss/CoinToss.cs +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders new Param("toggle", false, "Audience Reaction", "Toggle if there should be cheering or booing after the cue."), } }, - new GameAction("fade background color", "Background Color") + new GameAction("fade background color", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); }, diff --git a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs index b3c074110..8b15bcf99 100644 --- a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs +++ b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs @@ -59,7 +59,7 @@ namespace HeavenStudio.Games.Loaders new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, - new GameAction("set background color", "Background Color") + new GameAction("set background color", "Background Appearance") { function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.BackgroundColor(e.beat, e.length, e["colorAStart"], e["colorA"], e["colorBStart"], e["colorB"], e["colorC"], e["ease"]); }, diff --git a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs index d847cc363..0bc3bdc11 100644 --- a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs +++ b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs @@ -47,7 +47,7 @@ namespace HeavenStudio.Games.Loaders { function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); } }, - new GameAction("color", "Background Color") + new GameAction("color", "Background Appearance") { function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); }, parameters = new List() @@ -58,7 +58,7 @@ namespace HeavenStudio.Games.Loaders }, resizable = true }, - new GameAction("colorGrad", "Gradient Color") + new GameAction("colorGrad", "Gradient Appearance") { function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); }, parameters = new List() diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs index cefda7dc5..251191bb2 100644 --- a/Assets/Scripts/Games/KarateMan/KarateMan.cs +++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs @@ -104,8 +104,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle2", true, "Bop", "Whether to bop to the beat or not"), - new Param("toggle", false, "Bop (Auto)", "Whether to auto bop to the beat or not") + new Param("toggle2", true, "Bop", "Toggle if Karate Joe should bop for the duration of this event."), + new Param("toggle", false, "Bop (Auto)", "Toggle if Karate Joe should automatically bop until another Bop event is reached.") }, }, new GameAction("hit", "Toss Object") { @@ -122,9 +122,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"), - new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("mute", false, "Mute", "Should the throwing sound be muted?"), + new Param("type", KarateMan.HitType.Pot, "Object", "Choose the object to throw."), + new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("mute", false, "Mute", "Toggle if the cue should be muted."), } }, new GameAction("bulb", "Toss Lightbulb") @@ -142,22 +142,22 @@ namespace HeavenStudio.Games.Loaders defaultLength = 2, parameters = new List() { - new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos", new List() + new Param("type", KarateMan.LightBulbType.Normal, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbType.Custom, new string[] { "colorA" }) }), - new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"), - new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("mute", false, "Mute", "Should the throwing sound be muted?"), - new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "What type of SFX to use for the bulb?", new List() + new Param("colorA", new Color(1f,1f,1f), "Custom Color", "Choose the color to use."), + new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("mute", false, "Mute", "Toggle if the cue should be muted."), + new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "Choose the type of SFX to use for the bulb.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbSfx.Custom, new string[] { "throwSfx", "hitSfx" }), }), - new Param("throwSfx", "lightbulbOut", "Throw SFX", "Custom throw SFX to use for the bulb"), - new Param("hitSfx", "lightbulbHit", "Hit SFX", "Custom hit SFX to use for the bulb"), + new Param("throwSfx", "lightbulbOut", "Throw SFX", "Choose the type of SFX to use for throwing the bulb."), + new Param("hitSfx", "lightbulbHit", "Hit SFX", "Choose the type of SFX to use for hitting the bulb."), }, }, - new GameAction("kick", "Special: Kick") + new GameAction("kick", "Kick") { function = delegate { var e = eventCaller.currentEntity; @@ -172,21 +172,21 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4f, parameters = new List() { - new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"), - new Param("shouldGlow", true, "Bomb Glow", "Should Joe be lit up by the bomb in the barrel?"), - new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue?", new List() + new Param("toggle", false, "Ball", "Toggle if the barrel should contain a ball instead of a bomb."), + new Param("shouldGlow", true, "Bomb Glow", "Toggle if Joe should be lit up by the bomb in the barrel."), + new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"), - new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"), - new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"), - new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Color of the barrel's wood"), - new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Color of the barrel's hoops"), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), + new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."), + new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Choose the color of the barrel's wood."), + new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Choose the color of the barrel's hoops."), } }, - new GameAction("combo", "Special: Combo") + new GameAction("combo", "Combo") { function = delegate { var e = eventCaller.currentEntity; @@ -201,17 +201,17 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4, parameters = new List() { - new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit"), - new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue", new List() + new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"), - new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"), - new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), + new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."), } }, - new GameAction("warnings", "Warnings") + new GameAction("warnings", "Text Warnings") { function = delegate { var e = eventCaller.currentEntity; @@ -221,14 +221,14 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("whichWarning", KarateMan.HitThree.HitThree, "Which Warning", "The warning text to show and the sfx to play"), - new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue", new List() + new Param("whichWarning", KarateMan.HitThree.HitThree, "Warning", "Choose the warning text to show and the sfx to play."), + new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }), }), - new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"), - new Param("customLength", false, "Custom Length", "Have the warning text appear for the length of the block"), - new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"), + new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."), + new Param("customLength", false, "Stretchable Length", "Toggle if the text should appear for the entire length of the event."), + new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; @@ -242,11 +242,11 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("toggle", true, "Return Camera", "Camera zooms back in?"), + new Param("toggle", true, "Return Camera", "Toggle if the camera should zoom back in."), }, inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); } }, - new GameAction("prepare", "Preparation Stance") + new GameAction("prepare", "Prepare") { function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, resizable = true, @@ -260,10 +260,10 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"), - new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"), + new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."), + new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."), // new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"), - new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"), + new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."), // new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"), }, }, @@ -282,32 +282,32 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() // uncomment these collapses when overlapping collapses are implemented { - new Param("presetBg", KarateMan.BackgroundType.Yellow, "Preset BG Color", "The preset background type (will by default fade from the existing background color)", new List() + new Param("presetBg", KarateMan.BackgroundType.Yellow, "BG Color", "Set the background type. This will fade from the existing background color for the length of the event..", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.BackgroundType.Custom, new string[] { "startColor", "endColor" }), }), - new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "The background color to start with"), - new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "The background color to end with"), - new Param("ease", Util.EasingFunction.Ease.Instant, "BG Color Ease", "Ease to use when fading color"), - new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom", new List() + new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "Set the color at the start of the event."), + new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "Set the color at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."), + new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow", "Set the shadow type. If Tinted doesn't work with your background color, try Custom.", new List() { new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.ShadowType.Custom, new string[] { "shadowStart", "shadowEnd" }), }), - new Param("shadowStart", new Color(), "Start Shadow Color", "The shadow color to start with"), - new Param("shadowEnd", new Color(), "End Shadow Color", "The shadow color to end with"), + new Param("shadowStart", new Color(), "Start Shadow Color", "Set the color at the start of the event."), + new Param("shadowEnd", new Color(), "End Shadow Color", "Set the color at the end of the event."), - new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"), + new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."), - new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use", new List() + new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "Set the type of background texture to use", new List() { new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" }) }), - new Param("autoColor", true, "Use BG Color For Texture", "Use a tint of the background color for the texture?", new List() + new Param("autoColor", true, "Use BG Color For Texture", "Toggle if the texture should use a tint of the BG Color.", new List() { new Param.CollapseParam((x, _) => !(bool)x, new string[] { "startTexture", "endTexture" }) }), - new Param("startTexture", new Color(), "Start Texture Color", "The texture color to start with"), - new Param("endTexture", new Color(), "End Texture Color", "The texture color to end with"), + new Param("startTexture", new Color(), "Start Texture Color", "Set the color at the start of the event."), + new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."), }, }, // new GameAction("set background effects", "Background Appearance (OLD)") @@ -332,7 +332,7 @@ namespace HeavenStudio.Games.Loaders // new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"), // }, // }, - new GameAction("set object colors", "Object Colors") + new GameAction("set object colors", "Object Appearance") { function = delegate { var e = eventCaller.currentEntity; @@ -341,14 +341,14 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"), - new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"), - new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"), - new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "", new() + new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "Set the color to use for Karate Joe's body."), + new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "Set the color to use for Karate Joe's highlights."), + new Param("colorC", new Color(1,1,1,1), "Item Color", "Set the color to use for the thrown items."), + new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "Set if the color of the stars that appear on hit should be based on the item color.", new() { new((x, _) => (int)x == (int)KarateMan.StarColorOption.Custom, new string[] { "colorD" }) }), - new Param("colorD", new Color(1,1,1,1), "Star Color", "The color to use for star particles"), + new Param("colorD", new Color(1,1,1,1), "Star Color", "Set the color to use for star particles."), }, }, new GameAction("particle effects", "Particle Effects") @@ -360,20 +360,20 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"), - new Param("instant", false, "Instant", "Start/Stop particles instantly"), - new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"), - new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect") + new Param("type", KarateMan.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."), + new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."), + new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "Set the strength of the particle wind."), + new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "Set the intensity of the particle effect.") }, }, - new GameAction("force facial expression", "Set Facial Expression") + new GameAction("force facial expression", "Facial Expression") { function = delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity["type"]); }, defaultLength = 0.5f, resizable = true, parameters = new List() { - new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this") + new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "Set the facial expression to force Karate Joe to. Special moves may override this.") } },