Tambourine Text Update
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aff6e8e059
commit
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@ -14,6 +14,17 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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return new Minigame("tambourine", "Tambourine", "388cd0", false, false, new List<GameAction>()
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return new Minigame("tambourine", "Tambourine", "388cd0", false, false, new List<GameAction>()
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{
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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parameters = new List<Param>()
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{
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new Param("whoBops", Tambourine.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
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new Param("whoBopsAuto", Tambourine.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
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},
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resizable = true,
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priority = 4
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},
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new GameAction("beat intervals", "Start Interval")
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new GameAction("beat intervals", "Start Interval")
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{
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); },
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preFunction = delegate {var e = eventCaller.currentEntity; Tambourine.PreInterval(e.beat, e.length, e["auto"]); },
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@ -21,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("auto", true, "Auto Pass Turn")
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
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}
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}
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},
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},
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new GameAction("shake", "Shake")
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new GameAction("shake", "Shake")
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@ -41,17 +52,6 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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preFunctionLength = 1f
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preFunctionLength = 1f
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},
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},
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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parameters = new List<Param>()
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{
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new Param("whoBops", Tambourine.WhoBops.Both, "Who Bops", "Who will bop."),
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new Param("whoBopsAuto", Tambourine.WhoBops.None, "Who Bops (Auto)", "Who will auto bop."),
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},
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resizable = true,
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priority = 4
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},
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new GameAction("success", "Success")
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new GameAction("success", "Success")
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{
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); },
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.SuccessFace(e.beat); },
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@ -65,9 +65,9 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("colorStart", Color.white, "Start Color", "The starting color of the fade."),
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new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."),
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new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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}
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},
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},
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},
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},
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