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")