Working Dough Text Update
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758cd0ea78
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@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn", "Will the turn automatically be passed at the end of this event?")
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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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new GameAction("small ball", "Small Ball")
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@ -34,7 +34,7 @@ namespace HeavenStudio.Games.Loaders
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priority = 1,
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parameters = new List<Param>()
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{
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new Param("hasGandw", false, "Has Mr. Game & Watch")
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new Param("hasGandw", false, "Mr. Game & Watch", "Toggle if Mr. Game & Watch should be riding on the ball.")
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}
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},
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new GameAction("passTurn", "Pass Turn")
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@ -42,16 +42,16 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate { WorkingDough.PrePassTurn(eventCaller.currentEntity.beat); },
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preFunctionLength = 1
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},
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new GameAction("launch spaceship", "Launch Spaceship")
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new GameAction("rise spaceship", "Rise Up Spaceship")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 0
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},
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new GameAction("rise spaceship", "Rise Up Spaceship")
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new GameAction("launch spaceship", "Launch Spaceship")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 0
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@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Go Up?", "Toggle to go Up or Down.")
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new Param("toggle", false, "Up", "Toggle if the dough dudes should go up or down.")
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},
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resizable = true,
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priority = 0
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@ -72,7 +72,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantElevation(e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Go Up?", "Toggle to go Up or Down.")
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new Param("toggle", true, "Up", "Toggle if the dough dudes should go up or down.")
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},
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defaultLength = 0.5f,
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priority = 0
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@ -83,7 +83,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Should exit?", "Toggle to make him leave or enter.")
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new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
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},
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resizable = true,
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priority = 0
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@ -93,7 +93,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantGANDWEnterOrExit(e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Exit?", "Toggle to make him leave or enter.")
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new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
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},
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defaultLength = 0.5f,
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priority = 0
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@ -104,7 +104,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("ship", false, "Spaceship Only", "Will only the spaceship be affected by this event?")
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new Param("ship", false, "Spaceship Only", "Toggle if the only the spaceship should be toggled.")
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}
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}
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},
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