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" }) }),