From 9e69b82693798c7ae5a6dcddd067f6829318f3d8 Mon Sep 17 00:00:00 2001 From: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com> Date: Thu, 4 Jan 2024 21:21:21 -0600 Subject: [PATCH] Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS --- .../Games/BoardMeeting/BoardMeeting.cs | 2 +- .../Games/BuiltToScaleDS/BuiltToScaleDS.cs | 2 +- Assets/Scripts/Games/CatchyTune/CatchyTune.cs | 34 +++++++++---------- 3 files changed, 19 insertions(+), 19 deletions(-) diff --git a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs index 99125477f..20e56bbe3 100644 --- a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs +++ b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("bop", true, "Bop", "Toggle if the pigs & assistant should bop for the duration of this event."), - new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is placed.") + new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is reached.") } }, new GameAction("prepare", "Prepare") diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs index 9bb460459..fa502a5ab 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs @@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."), - new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the next Lights event.") + new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.") } } }, new List() { "ntr", "normal" }, "ntrassembly", "en", new List() { }); diff --git a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs index 4be425988..b89a3fe39 100644 --- a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs +++ b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs @@ -15,17 +15,28 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", "ff376c", "f2f2f2", false, false, new List() { + new GameAction("bop", "Bop") + { + function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, + resizable = true, + parameters = new List() + { + new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."), + new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Set the character(s) to automatically bop until another Bop event is reached."), + }, + }, + new GameAction("orange", "Orange") { defaultLength = 4f, parameters = new List() { - new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"), - new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List() + new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the orange falls down."), + new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" }) }), - new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?") + new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.") }, preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); }, }, @@ -35,25 +46,14 @@ namespace HeavenStudio.Games.Loaders defaultLength = 8f, parameters = new List() { - new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"), - new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List() + new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the pineapple falls down."), + new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List() { new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" }) }), - new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?") + new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.") }, preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); }, - }, - - new GameAction("bop", "Bop") - { - function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); }, - resizable = true, - parameters = new List() - { - new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"), - new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"), - }, } }, new List() { "ctr", "normal" },