diff --git a/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs b/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs index a3906fec2..6db3c6985 100644 --- a/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs +++ b/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs @@ -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() { - 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() { - 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() { - 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() { - 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() { - 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