Octopus Machine Text Update

This commit is contained in:
ThatZeoMan 2024-01-12 22:44:29 -06:00
parent f4e0b87b8f
commit e87fcb6872

View file

@ -20,9 +20,9 @@ namespace HeavenStudio.Games.Loaders
OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]); OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Plays a specific bop type"), new Param("singleBop", true, "Bop", "Toggle if the octopodes should bop for the duration of this event. Since this event is not stretchable, they will only bop once."),
new Param("singleBop", true, "Single Bop", "Plays one bop"), new Param("keepBop", false, "Bop (Auto)", "Toggle if the octopodes should automatically bop until another Bop event is reached."),
new Param("keepBop", false, "Keep Bopping", "Keeps playing the specified bop type"), new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Set the type of bop."),
}, },
}, },
new GameAction("startInterval", "Start Interval") new GameAction("startInterval", "Start Interval")
@ -42,11 +42,11 @@ namespace HeavenStudio.Games.Loaders
}, },
resizable = true, resizable = true,
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("shouldPrep", true, "Prepare?", "Plays a prepare animation before the cue.", new List<Param.CollapseParam>() new Param("shouldPrep", true, "Prepare", "Toggle if the octopodes should automatically prepare for this cue.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "prepBeats" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "prepBeats" })
}), }),
new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "How many beats before the cue does the octopus prepare?"), new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the octopodes should prepare."),
}, },
preFunctionLength = 4f, preFunctionLength = 4f,
preFunction = delegate { preFunction = delegate {
@ -80,14 +80,14 @@ namespace HeavenStudio.Games.Loaders
OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]); OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."), new Param("forceBop", true, "Force Bop", "Toggle if a bop should be forced to play, even if an animation is already playing."),
new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."), new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the octopodes should bop depending on if you hit or missed the cues."),
new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues.", new List<Param.CollapseParam>() new Param("autoText", true, "Display Text", "Toggle if text should display depending on if you hit or missed the cues.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "hitText", "missText" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "hitText", "missText" })
}), }),
new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."), new Param("hitText", "Good!", "Hit Text", "Set the text to display if you hit the cues."),
new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."), new Param("missText", "Wrong! Try again!", "Miss Text", "Set the text to display if you missed the cues."),
}, },
}, },
new GameAction("forceSqueeze", "Force Squeeze") new GameAction("forceSqueeze", "Force Squeeze")
@ -106,24 +106,24 @@ namespace HeavenStudio.Games.Loaders
OctopusMachine.instance.BubbleToggle(e["isInstant"], e["setActive"], e["particleStrength"], e["particleSpeed"]); OctopusMachine.instance.BubbleToggle(e["isInstant"], e["setActive"], e["particleStrength"], e["particleSpeed"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("isInstant", true, "Instant", "Will the bubbles disappear appear?"), new Param("isInstant", true, "Instant", "Toggle if the particles should start or stop instantly."),
new Param("setActive", OctopusMachine.Actives.Activate, "Activate or Deactivate", "Will the bubbles disappear or appear?", new List<Param.CollapseParam>() new Param("setActive", OctopusMachine.Actives.Activate, "State", "Set if the bubbles should appear or disappear.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (int)x == (int)OctopusMachine.Actives.Activate, new string[] { "particleStrength" }) new Param.CollapseParam((x, _) => (int)x == (int)OctopusMachine.Actives.Activate, new string[] { "particleStrength" })
}), }),
new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Bubble Intensity", "The amount of bubbles"), new Param("particleStrength", new EntityTypes.Float(0, 25, 3), "Intensity", "Set the intensity of the bubbles."),
new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Bubble Speed", "The speed of the bubbles"), new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Speed", "Set the speed of the bubbles."),
}, },
}, },
new GameAction("changeText", "Change Text") new GameAction("changeText", "Text")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
OctopusMachine.instance.ChangeText(e["text"], e["youText"]); OctopusMachine.instance.ChangeText(e["text"], e["youText"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("text", "Do what the others do.", "Text", "Set the text on the screen"), new Param("text", "Do what the others do.", "Text", "Set the text on the screen."),
new Param("youText", "You", "You Text", "Set the text that orginally says \"You\""), new Param("youText", "You", "Player Text", "Set the text that points to the player."),
}, },
}, },
new GameAction("changeColor", "Change Color") new GameAction("changeColor", "Change Color")
@ -133,11 +133,11 @@ namespace HeavenStudio.Games.Loaders
OctopusMachine.instance.BackgroundColor(e.beat, e.length, e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e["ease"]); OctopusMachine.instance.BackgroundColor(e.beat, e.length, e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e["ease"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("color1", new Color(1f, 0.87f, 0.24f), "Background Start Color", "Set the beginning background color"), new Param("color1", new Color(1f, 0.87f, 0.24f), "Start BG Color", "Set the color at the start of the event."),
new Param("color2", new Color(1f, 0.87f, 0.24f), "Background End Color", "Set the end background color"), new Param("color2", new Color(1f, 0.87f, 0.24f), "End BG Color", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"), new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes' Color", "Set the octopodes' colors."),
new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes Color", "Set the octopodes' colors"), new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed."),
new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
}, },
resizable = true, resizable = true,
}, },
@ -148,24 +148,24 @@ namespace HeavenStudio.Games.Loaders
OctopusMachine.instance.OctopusModifiers(e.beat, e["oct1x"], e["oct2x"], e["oct3x"], e["oct1y"], e["oct2y"], e["oct3y"], e["oct1"], e["oct2"], e["oct3"]); OctopusMachine.instance.OctopusModifiers(e.beat, e["oct1x"], e["oct2x"], e["oct3x"], e["oct1y"], e["oct2y"], e["oct3y"], e["oct1"], e["oct2"], e["oct3"]);
}, },
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("oct1", true, "Show Octopus 1", "Should the first octopus be enabled?", new List<Param.CollapseParam>() new Param("oct1", true, "Show Octopus 1", "Toggle if the first octopus should be enabled.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct1x", "oct1y" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct1x", "oct1y" })
}), }),
new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Change Octopus 1's X"), new Param("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Set the position on the X axis of octopus 1."),
new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Change Octopus 1's Y"), new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Set the position on the Y axis of octopus 1."),
new Param("oct2", true, "Show Octopus 2", "Should the second octopus be enabled?", new List<Param.CollapseParam>() new Param("oct2", true, "Show Octopus 2", "Toggle if the second octopus should be enabled.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct2x", "oct2y" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct2x", "oct2y" })
}), }),
new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Change Octopus 2's X"), new Param("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Set the position on the X axis of octopus 2."),
new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Change Octopus 2's Y"), new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Set the position on the Y axis of octopus 2."),
new Param("oct3", true, "Show Octopus 3", "Should the third octopus be enabled?", new List<Param.CollapseParam>() new Param("oct3", true, "Show Octopus 3", "Toggle if the third octopus should be enabled.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct3x", "oct3y" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "oct3x", "oct3y" })
}), }),
new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Change Octopus 3's X"), new Param("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Set the position on the X axis of octopus 3."),
new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Change Octopus 3's Y"), new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Set the position on the Y axis of octopus 3."),
}, },
defaultLength = 0.5f, defaultLength = 0.5f,
}, },