Air Rally Text Update

This commit is contained in:
ThatZeoMan 2024-01-04 20:35:43 -06:00
parent e458d6d157
commit a03f43ceff
2 changed files with 41 additions and 41 deletions

View file

@ -51,5 +51,5 @@
"temp/": true,
"Temp/": true
},
"dotnet.defaultSolution": "HeavenStudio-AstrlJelly.sln"
"dotnet.defaultSolution": "HeavenStudio.sln"
}

View file

@ -27,8 +27,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 6f,
parameters = new List<Param>()
{
new Param("toggle", true, "Count", "Make Forthington Count"),
new Param("toggle2", false, "Alternate Voiceline")
new Param("toggle", true, "Count", "Toggle if Forthington should count after the event."),
new Param("toggle2", false, "Alternate Voice Line", "Toggle if Forthington should use an alternate voice line.")
},
preFunctionLength = 1
},
@ -37,8 +37,8 @@ namespace HeavenStudio.Games.Loaders
function = delegate { AirRally.instance.SetDistance(e.currentEntity.beat, e.currentEntity["type"], e.currentEntity["ease"]); },
parameters = new List<Param>()
{
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?"),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease")
new Param("type", AirRally.DistanceSound.close, "Type", "Set Forthington's distance."),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.")
}
},
new GameAction("catch", "Catch Birdie"),
@ -52,10 +52,10 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease")
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.")
}
},
new GameAction("forward", "Animals Look Forward")
new GameAction("forward", "Look Forward")
{
function = delegate
{
@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("reset", false, "Reset", "Reset to Idle pose?")
new Param("reset", false, "Reset", "Toggle this to reset the animals to their idle pose.")
}
},
new GameAction("4beat", "4 Beat Count-In")
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate { AirRally.ForthVoice(e.currentEntity.beat, e.currentEntity["type"]); },
parameters = new List<Param>()
{
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
new Param("type", AirRally.CountSound.one, "Type", "Set the number Forthington will say."),
},
},
new GameAction("spawnBird", "Spawn Birds")
@ -110,14 +110,14 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("type", AirRally.BirdType.Pterosaurs, "Type"),
new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed Multiplier"),
new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed Multiplier"),
new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position"),
new Param("invert", false, "Invert X Direction")
new Param("type", AirRally.BirdType.Pterosaurs, "Type", "Choose the type of bird to spawn."),
new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed", "Change the horizontal speed of the birds."),
new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed", "Change how fast the birds approach the camera."),
new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position", "Change how close to the camera the birds spawn."),
new Param("invert", false, "Flip Horizontally", "Toggle if the birds should fly left to right.")
}
},
new GameAction("rainbow", "Rainbow")
new GameAction("rainbow", "Spawn Rainbow")
{
function = delegate
{
@ -125,11 +125,11 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier")
new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position", "Change how close to the camera the rainbow spawns."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed", "Change how fast the rainbow approaches the camera.")
}
},
new GameAction("day", "Day/Night Cycle")
new GameAction("day", "Time Of Day")
{
function = delegate
{
@ -140,9 +140,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("start", AirRally.DayNightCycle.Day, "Start Time"),
new Param("end", AirRally.DayNightCycle.Noon, "End Time"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."),
new Param("end", AirRally.DayNightCycle.Noon, "End Time", "Set the time of day for the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("cloud", "Cloud Density")
@ -155,12 +155,12 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "How many clouds per second?"),
new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "How many clouds per second?"),
new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "How many clouds per second?"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "Set how many clouds per second should be spawned in the center."),
new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "Set how many clouds per second should be spawned on the sides."),
new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "Set how many clouds per second should be spawned on the top."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the clouds are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the clouds are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("snowflake", "Snowflake Density")
@ -173,10 +173,10 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes per Second"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "Set how many snowflakes should be spawned per second."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change fow fast the snowflakes are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the snowflakes are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("tree", "Trees")
@ -189,18 +189,18 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("enable", true, "Enable", "", new List<Param.CollapseParam>()
new Param("enable", true, "Enable", "Toggle if the trees are enabled.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "main", "side", "speed", "endSpeed", "ease" })
}),
new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "How many trees per second?"),
new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "How many trees per second?"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "Set how many trees per second should be spawned in the center."),
new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "Set how many trees per second should be spawned on the sides."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the trees are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the trees are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("islandSpeed", "Islands Speed")
new GameAction("islandSpeed", "Island Speed")
{
function = delegate
{
@ -210,9 +210,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the islands are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the islands are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("silence", "Silence")