The Clappy Trio Text Update
This commit is contained in:
parent
a56fad7f39
commit
e54524ac57
|
|
@ -16,47 +16,47 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("clap", "Clap")
|
||||
{
|
||||
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Should the lions bop?"),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"),
|
||||
new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?")
|
||||
new Param("bop", true, "Bop", "Toggle if the lions should bop for the duration of this event."),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Toggle if the lions should automatically bop until another Bop event is reached."),
|
||||
new Param("emo", false, "Disable Emotion", "Toggle if the (non-player) lions should react to the player's performance when bopping.")
|
||||
}
|
||||
},
|
||||
new GameAction("prepare", "Prepare Stance")
|
||||
new GameAction("clap", "Clap")
|
||||
{
|
||||
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("prepare", "Prepare")
|
||||
{
|
||||
function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
||||
new Param("toggle", false, "Alternate Pose", "Toggle if the lions should prepare using the alternate \"determined\" pose.")
|
||||
}
|
||||
},
|
||||
new GameAction("sign", "Sign Enter")
|
||||
new GameAction("sign", "Sign Control")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
|
||||
new Param("down", true, "Down", "Should the sign go down?")
|
||||
new Param("down", true, "Enter", "Toggle if the sign should enter or exit the scene."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("change lion count", "Change Lion Count")
|
||||
new GameAction("change lion count", "Change Lion Number")
|
||||
{
|
||||
function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
|
||||
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.")
|
||||
}
|
||||
},
|
||||
// This is still here for backwards-compatibility but is hidden in the editor
|
||||
|
|
|
|||
Loading…
Reference in a new issue