diff --git a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs index 16c995de3..ab5a1c7c7 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs @@ -13,76 +13,6 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("seeSaw", "See-Saw", "ffb4f7", false, false, new List() { - new GameAction("longLong", "Long Long") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); }, - defaultLength = 4f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("longShort", "Long Short") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); }, - defaultLength = 3f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("shortLong", "Short Long") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); }, - defaultLength = 3f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("shortShort", "Short Short") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); }, - defaultLength = 2f, - parameters = new List() - { - new Param("high", false, "High", "Will they perform high jumps?", new List() - { - new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) - }), - new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Controls how high the high jump will go, 0 is the minimum height, 1 is the maximum height."), - new Param("camMove", true, "Camera Movement", "Will the camera follow saw when it jumps up high?") - } - }, - new GameAction("changeBgColor", "Change Background Color") - { - function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); }, - defaultLength = 4f, - resizable = true, - parameters = new List() - { - new Param("colorFrom", SeeSaw.defaultBGColor, "Start Color (Top)", "The color the background will start at."), - new Param("colorTo", SeeSaw.defaultBGColor, "End Color (Top)", "The color the background will end at."), - new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Start Color (Bottom)", "The color the background will start at."), - new Param("colorTo2", SeeSaw.defaultBGColorBottom, "End Color (Bottom)", "The color the background will end at."), - new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease of the fade.") - } - }, new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Bop(e.beat, e.length, e["bopSee"], e["bopSaw"], e["autoSee"], e["autoSaw"], e["strumSee"], e["strumSaw"]); }, @@ -98,15 +28,85 @@ namespace HeavenStudio.Games.Loaders new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"), } }, - new GameAction("choke", "Choke") + new GameAction("longLong", "Long Long") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); }, + defaultLength = 4f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("longShort", "Long Short") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); }, + defaultLength = 3f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("shortLong", "Short Long") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); }, + defaultLength = 3f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("shortShort", "Short Short") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); }, + defaultLength = 2f, + parameters = new List() + { + new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List() + { + new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" }) + }), + new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."), + new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.") + } + }, + new GameAction("choke", "Strum") { function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); }, defaultLength = 4f, resizable = true, parameters = new List() { - new Param("see", true, "See", "Will See Choke?"), - new Param("saw", true, "Saw", "Will Saw Choke?") + new Param("see", true, "See", "Toggle if See will strum and explode."), + new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.") + } + }, + new GameAction("changeBgColor", "Background Appearance") + { + function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); }, + defaultLength = 4f, + resizable = true, + parameters = new List() + { + new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."), + new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."), + new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."), + new Param("colorTo2", SeeSaw.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."), + new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") } }, new GameAction("recolor", "Color Pallete") @@ -115,8 +115,8 @@ namespace HeavenStudio.Games.Loaders defaultLength = 0.5f, parameters = new List() { - new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "The color of the outlines on see and saw."), - new Param("fill", Color.white, "Fill Color", "The color of the fills on see and saw") + new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."), + new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.") } } },