From a73d561bfcfbd6c2b7efefc6355524215985fe74 Mon Sep 17 00:00:00 2001
From: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
Date: Sun, 14 Jan 2024 16:50:36 -0600
Subject: [PATCH] Non-Game Text Update
---
Assets/Scripts/Minigames.cs | 300 ++++++++++++++++++------------------
1 file changed, 149 insertions(+), 151 deletions(-)
diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs
index 7bb891ab9..3cd418242 100644
--- a/Assets/Scripts/Minigames.cs
+++ b/Assets/Scripts/Minigames.cs
@@ -740,7 +740,7 @@ namespace HeavenStudio
function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
parameters: new List()
{
- new Param("toggle", true, "Black Flash", "Enable or disable the black screen for this Game Switch")
+ new Param("toggle", true, "Black Flash", "Toggle if there should be a blck flash before the game is switched. You should only disable this if you know what you're doing.")
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
),
@@ -764,7 +764,7 @@ namespace HeavenStudio
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
new List()
{
- new Param("toggle", true, "Enable Inputs")
+ new Param("toggle", true, "Allow Inputs", "Toggle if the player is able to input. Any missed cues while this is disabled will not be counted as a miss and will not break a perfect.")
},
delegate
{
@@ -807,22 +807,22 @@ namespace HeavenStudio
new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
new List()
{
- new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
+ new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
},
delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); }
),
new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
new List()
{
- new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
+ new Param("type", SoundEffects.CountInType.Normal, "Type", "Set the type of sounds to use for the count-in.")
},
delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); }
),
new GameAction("count", "Count", 1f, false,
new List()
{
- new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
- new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
+ new Param("type", SoundEffects.CountNumbers.One, "Type", "Set the number to say."),
+ new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
},
delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
),
@@ -838,7 +838,7 @@ namespace HeavenStudio
new GameAction("go!", "Go!", 1f, false,
new List()
{
- new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
+ new Param("toggle", false, "Alt", "Toggle if the alternate version of this voice line should be used.")
},
function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); }
),
@@ -865,11 +865,11 @@ namespace HeavenStudio
new GameAction("flash", "Flash", 1f, true,
new List()
{
- new Param("colorA", Color.white, "Start Color"),
- new Param("colorB", Color.white, "End Color"),
- new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
- new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
+ new Param("colorB", Color.white, "End Color", "Set the color at the end of the event."),
+ new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity", "Set the opacity at the start of the event."),
+ new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity", "Set the opacity at the end of the event."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
})
@@ -878,7 +878,7 @@ namespace HeavenStudio
new GameAction("filter", "Filter", 1f, true,
new List()
{
- new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
+ new Param("filter", Games.Global.Filter.FilterType.grayscale, "Type", "Set the type of filter to use."),
// old
/*new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
@@ -886,10 +886,10 @@ namespace HeavenStudio
new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
// new
- new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Slot 1 is activated first and slot 10 last."),
- new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
- new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Set the slot for the filter. Higher slots are applied first. There can only be one filter per slot."),
+ new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity", "Set the intensity at the start of the event."),
+ new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity", "Set the intensity at the end of the event."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
}),
@@ -897,20 +897,42 @@ namespace HeavenStudio
),
new GameAction("move camera", "Move Camera", 1f, true, new List()
{
- new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
- new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
- new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
- new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
+ new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
+ new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
+ new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Set the position on the Z axis."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
+ new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
}
),
new GameAction("rotate camera", "Rotate Camera", 1f, true, new List()
{
- new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"),
- new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"),
- new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
- new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" )
+ new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Set the up/down rotation."),
+ new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Set the left/right rotation."),
+ new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Set the clockwise/counterclockwise rotation."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
+ new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified." )
+ }
+ ),
+ new GameAction("pan view", "Pan Viewport", 1f, true, new List()
+ {
+ new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Set the position on the X axis."),
+ new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Set the position on the Y axis."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
+ new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
+ }
+ ),
+ new GameAction("rotate view", "Rotate Viewport", 1f, true, new List()
+ {
+ new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Set the clockwise/counterclockwise rotation."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
+ }
+ ),
+ new GameAction("scale view", "Scale Viewport", 1f, true, new List()
+ {
+ new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Set the width of the viewport."),
+ new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Set the height of the viewport."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
+ new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified." )
}
),
new("stretch camera", "Stretch Camera")
@@ -918,87 +940,71 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width"),
- new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height"),
- new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width"),
- new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height"),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("x1", new EntityTypes.Float(0f, 50f, 1f), "Start Width", "Set the width at the start of the event."),
+ new("x2", new EntityTypes.Float(0f, 50f, 1f), "End Width", "Set the width at the end of the event."),
+ new("y1", new EntityTypes.Float(0f, 50f, 1f), "Start Height", "Set the height at the start of the event."),
+ new("y2", new EntityTypes.Float(0f, 50f, 1f), "End Height", "Set the height at the end of the event."),
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "x1", "y1" })
}),
- new Param("axis", GameCamera.CameraAxis.All, "Axis")
+ new Param("axis", GameCamera.CameraAxis.All, "Axis", "Set if only a specific axis should be modified.")
}
},
- new GameAction("camera background color", "Camera Background Color", 1, true, new List()
+ new GameAction("fitScreen", "Force Game Stretching To Window")
+ {
+ defaultLength = 0.5f,
+ parameters = new()
{
- new Param("color", Color.black, "Start Color"),
- new Param("color2", Color.black, "End Color"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type")
+ new("enable", true, "Enabled", "Toggle if the game should be forced to stretch to the window size, removing the letterbox.")
}
- ),
- new GameAction("pan view", "Pan Viewport", 1f, true, new List()
- {
- new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"),
- new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
- new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" )
- }
- ),
- new GameAction("rotate view", "Rotate Viewport", 1f, true, new List()
- {
- new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
- }
- ),
- new GameAction("scale view", "Scale Viewport", 1f, true, new List()
- {
- new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"),
- new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
- new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" )
- }
- ),
-
+ },
new GameAction("screen shake", "Screen Shake", 1f, true,
new List()
{
- new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
- new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
+ new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity", "Set the horizontal intensity of the screen shake."),
+ new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity", "Set the vertical intensity of the screen shake.")
}
),
-
new GameAction("display textbox", "Display Textbox", 1f, true, new List()
{
- new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
- new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
- new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
- new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
+ new Param("text1", "", "Text", "Set the text to display in the textbox. Rich text is supported."),
+ new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Set where to anchor the textbox."),
+ new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the textbox."),
+ new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the textbox.")
}
),
new GameAction("display open captions", "Display Open Captions", 1f, true,
new List()
{
- new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
- new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
- new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
- new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
+ new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
+ new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Set where to anchor the captions."),
+ new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Width", "Set the width of the captions."),
+ new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Height", "Set the height of the captions.")
}
),
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
new List()
{
- new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
- new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
- new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
+ new Param("text1", "", "Text", "Set the text to display in the captions. Rich text is supported."),
+ new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Set where to anchor the captions."),
+ new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Height", "Set the height of the captions.")
}
),
new GameAction("display song artist", "Display Song Info", 1f, true,
new List()
{
- new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
- new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
- new Param("instantOn", false, "Instant Show", "Skip the show animation?"),
- new Param("instantOff", false, "Instant Hide", "Skip the hide animation?"),
+ new Param("text1", "", "Title", "Set the text to display in the upper label. Rich text is supported."),
+ new Param("text2", "", "Artist", "Set the text to display in the lower label. Rich text is supported."),
+ new Param("instantOn", false, "Instant Show", "Toggle if the slide-in animation should be skipped."),
+ new Param("instantOff", false, "Instant Hide", "Toggle if the slide-out animation should be skipped."),
+ }
+ ),
+ new GameAction("camera background color", "Camera Background Color", 1, true, new List()
+ {
+ new Param("color", Color.black, "Start Color", "Set the color at the start of the event."),
+ new Param("color2", Color.black, "End Color", "Set the color at the end of the event."),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
),
@@ -1008,20 +1014,20 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
- new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
+ new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
+ new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
- new("colorStart", Color.black, "Start Color"),
- new("colorEnd", Color.black, "End Color"),
+ new("colorStart", Color.black, "Start Color", "Set the color at the start of the event."),
+ new("colorEnd", Color.black, "End Color", "Set the color at the end of the event."),
- new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"),
- new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"),
+ new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness", "Set the smoothness at the start of the event."),
+ new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness", "Set the smoothness at the end of the event."),
- new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness"),
- new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
- new("rounded", false, "Rounded"),
+ new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness", "Set the roundness at the start of the event."),
+ new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness", "Set the roundness at the end of the event."),
+ new("rounded", false, "Rounded", "Toggle if the vignette should be equal on all sides."),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
}),
@@ -1032,9 +1038,9 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
- new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
+ new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
}),
@@ -1045,22 +1051,22 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"),
- new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"),
+ new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
+ new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."),
- new("colorStart", Color.white, "Start Tint"),
- new("colorEnd", Color.white, "End Tint"),
+ new("colorStart", Color.white, "Start Tint", "Set the tint at the start of the event."),
+ new("colorEnd", Color.white, "End Tint", "Set the tint at the end of the event."),
- new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"),
- new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"),
+ new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold", "Set the threshold at the start of the event."),
+ new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold", "Set the threshold at the end of the event."),
- new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"),
- new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"),
+ new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee", "Set the soft knee at the start of the event."),
+ new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee", "Set the soft knee at the end of the event."),
- new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
- new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
+ new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio", "Set the anamorphic ratio at the start of the event."),
+ new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio", "Set the anamorphic ratio at the end of the event."),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
}),
@@ -1071,15 +1077,15 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity"),
- new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"),
+ new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
+ new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity", "Set the intensity at the end of the event."),
- new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"),
- new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"),
- new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
- new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
+ new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier", "Set the X multiplier at the start of the event."),
+ new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier", "Set the X multiplier at the end of the event."),
+ new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier", "Set the Y multiplier at the start of the event."),
+ new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier", "Set the Y multiplier at the end of the event."),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
}),
@@ -1090,15 +1096,15 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
- new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
+ new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity", "Set the intensity at the start of the event."),
+ new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity", "Set the intensity at the end of the event."),
- new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size"),
- new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size"),
+ new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size", "Set the size at the start of the event."),
+ new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size", "Set the size at the end of the event."),
- new("colored", true, "Colored"),
+ new("colored", true, "Colored", "Toggle if the grain will be colored."),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "sizeStart" })
}),
@@ -1109,52 +1115,44 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature"),
- new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature"),
+ new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature", "Set the temperature at the start of the event."),
+ new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature", "Set the temperature at the end of the event."),
- new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint"),
- new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint"),
+ new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint", "Set the tint at the start of the event."),
+ new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint", "Set the tint at the end of the event."),
- new("colorStart", Color.white, "Start Color Filter"),
- new("colorEnd", Color.white, "End Color Filter"),
+ new("colorStart", Color.white, "Start Color Filter", "Set the color filter at the start of the event."),
+ new("colorEnd", Color.white, "End Color Filter", "Set the color filter at the end of the event."),
- new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift"),
- new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift"),
+ new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift", "Set the hue shift at the start of the event."),
+ new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift", "Set the hue shift at the end of the event."),
- new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation"),
- new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation"),
+ new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation", "Set the saturation at the start of the event."),
+ new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation", "Set the saturation at the end of the event."),
- new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness"),
- new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness"),
+ new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness", "Set the brightness at the start of the event."),
+ new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness", "Set the brightness at the end of the event."),
- new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast"),
- new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast"),
+ new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast", "Set the contrast at the start of the event."),
+ new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast", "Set the contrast at the end of the event."),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
}),
}
},
- new GameAction("fitScreen", "Fit Game To Screen")
- {
- defaultLength = 0.5f,
- parameters = new()
- {
- new("enable", true, "Enabled")
- }
- },
new GameAction("screenTiling", "Tile Screen")
{
resizable = true,
parameters = new()
{
- new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles"),
- new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles"),
- new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles"),
- new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles"),
- new Param("axis", StaticCamera.ViewAxis.All, "Axis"),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the amount of horizontal tiles at the start of the event."),
+ new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."),
+ new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."),
+ new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."),
+ new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart" })
}),
@@ -1165,12 +1163,12 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
- new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll"),
- new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll"),
- new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll"),
- new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll"),
- new Param("axis", StaticCamera.ViewAxis.All, "Axis"),
- new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll", "Set the horizontal scroll at the start of the event."),
+ new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll", "Set the horizontal scroll at the end of the event."),
+ new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll", "Set the vertical scroll at the start of the event."),
+ new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll", "Set the vertical scroll at the end of the event."),
+ new Param("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
}),