diff --git a/.vscode/settings.json b/.vscode/settings.json index 54d21e9c8..d5d9a24c5 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -51,5 +51,5 @@ "temp/": true, "Temp/": true }, - "dotnet.defaultSolution": "HeavenStudio-AstrlJelly.sln" + "dotnet.defaultSolution": "HeavenStudio.sln" } \ No newline at end of file diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs index dcc8cbea4..8366a3162 100644 --- a/Assets/Scripts/Games/AirRally/AirRally.cs +++ b/Assets/Scripts/Games/AirRally/AirRally.cs @@ -27,8 +27,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 6f, parameters = new List() { - 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() { - 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() { - 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() { - 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() { - 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() { - 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() { - 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() { - 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() { - 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() { - 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() { - new Param("enable", true, "Enable", "", new List() + new Param("enable", true, "Enable", "Toggle if the trees are enabled.", new List() { 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() { - 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")