Merge branch 'audiofixes' of https://github.com/saladplainzone/HeavenStudio into audiofixes
This commit is contained in:
commit
ffc94eea25
2
.github/workflows/build.yml
vendored
2
.github/workflows/build.yml
vendored
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@ -2,7 +2,7 @@ name: Build Heaven Studio
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on:
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push:
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@ -16,6 +16,10 @@
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-<indent=5%>Rapandrasmus</indent>
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-<indent=5%>AstrlJelly</indent>
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-<indent=5%>Maddy / saladplainzone</indent>
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-<indent=5%>NoahAmp</indent>
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-<indent=5%>Bhaos</indent>
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-<indent=5%>Raffy</indent>
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-<indent=5%>Thinedave</indent>
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<align="center"><b>Artwork</b></align>
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-<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent>
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@ -45,10 +49,20 @@
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-<indent=5%>o207n</indent>
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-<indent=5%>TheCloudMonkey</indent>
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-<indent=5%>flaticon.com</indent>
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-<indent=5%>Untitled</indent>
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-<indent=5%>Rainbo</indent>
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-<indent=5%>Butternnife</indent>
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-<indent=5%>Minesweeper95</indent>
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-<indent=5%>mizuno</indent>
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-<indent=5%>Flowercardiganwillow</indent>
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-<indent=5%>vincells</indent>
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<align="center"><b>Music</b></align>
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-<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent>
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-<indent=5%>SushiiZ <alpha=#88>(Title Screen, Results, Epilogue)<alpha=#FF></indent>
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-<indent=5%>Kievit <alpha=#88>(SFX Ripping)<alpha=#FF></indent>
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-<indent=5%>Synthnerd</indent>
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-<indent=5%>Wookywok</indent>
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<align="center"><b>Font</b></align>
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-<indent=5%>Tailx <alpha=#88>(Kurokane Modified)<alpha=#FF></indent>
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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- {fileID: 700351696}
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m_Father: {fileID: 1012016923}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: -52, y: 52}
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m_SizeDelta: {x: 64, y: 64}
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m_Pivot: {x: 1, y: 0}
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--- !u!114 &745132518
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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
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m_SelectedSprite: {fileID: 0}
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m_DisabledSprite: {fileID: 0}
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m_AnimationTriggers:
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m_NormalTrigger: Normal
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m_HighlightedTrigger: Highlighted
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m_PressedTrigger: Pressed
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m_TargetGraphic: {fileID: 0}
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 1811344142}
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m_TargetAssemblyTypeName: HeavenStudio.TitleManager, Assembly-CSharp
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m_MethodName: ToggleCampaign
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m_Mode: 1
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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--- !u!222 &745132520
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CanvasRenderer:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 745132516}
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m_CullTransparentMesh: 1
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--- !u!1 &747832156
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GameObject:
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m_ObjectHideFlags: 0
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|
|
@ -4354,6 +4533,7 @@ RectTransform:
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- {fileID: 177207010}
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- {fileID: 1959183876}
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- {fileID: 429465179}
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- {fileID: 745132517}
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m_Father: {fileID: 1925566737}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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|
@ -7713,6 +7893,9 @@ MonoBehaviour:
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chartIdolText: {fileID: 1570836018}
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chartDescText: {fileID: 177207008}
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chartStyleText: {fileID: 1959183877}
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campaignOption: {fileID: 700351697}
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campaignOn: {fileID: 5181778189044111492, guid: d25eab4740f92b74087acaa572d8a1c4, type: 3}
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campaignOff: {fileID: -9052558874090446877, guid: d25eab4740f92b74087acaa572d8a1c4, type: 3}
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mainSelectables:
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- {fileID: 2079077664}
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- {fileID: 1336149019}
|
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|
|
|
|||
|
|
@ -2,7 +2,7 @@ using System;
|
|||
|
||||
public static class AppInfo {
|
||||
public const string Version = "0.0.1018";
|
||||
public static readonly DateTime Date = new DateTime(2023, 12, 21, 03, 53, 15, 934, DateTimeKind.Utc);
|
||||
public static readonly DateTime Date = new DateTime(2024, 01, 15, 19, 39, 36, 317, DateTimeKind.Utc);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -56,7 +56,9 @@ public class BuildNumberUpdater : UnityEditor.Build.IPreprocessBuild
|
|||
int.TryParse(bundleVersionSplit[1], out minor);
|
||||
if (bundleVersionSplit.Length >= 3)
|
||||
int.TryParse(bundleVersionSplit[2], out subVersion);
|
||||
#if !HEAVENSTUDIO_PROD
|
||||
++subVersion;
|
||||
#endif
|
||||
string version = string.Format("{0}.{1}.{2}", major, minor, subVersion);
|
||||
var bundleVersionCode = (major * 100000) + (minor * 1000) + subVersion;
|
||||
|
||||
|
|
|
|||
|
|
@ -17,7 +17,6 @@ public class MemRenderer : MonoBehaviour
|
|||
|
||||
public void ChangeMem()
|
||||
{
|
||||
Debug.Log("ChangeMem");
|
||||
Destroy(_instance);
|
||||
_instance = Instantiate(prefabs[UnityEngine.Random.Range(0, prefabs.Length)], transform);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -175,7 +175,7 @@ namespace HeavenStudio
|
|||
|
||||
UpdateCameraTranslate();
|
||||
UpdateCameraRotate();
|
||||
SetShakeIntensity();
|
||||
UpdateShakeIntensity();
|
||||
UpdateCameraColor();
|
||||
}
|
||||
|
||||
|
|
@ -183,7 +183,7 @@ namespace HeavenStudio
|
|||
{
|
||||
UpdateCameraTranslate();
|
||||
UpdateCameraRotate();
|
||||
SetShakeIntensity();
|
||||
UpdateShakeIntensity();
|
||||
UpdateCameraColor();
|
||||
}
|
||||
|
||||
|
|
@ -323,19 +323,20 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
private void SetShakeIntensity()
|
||||
private void UpdateShakeIntensity()
|
||||
{
|
||||
foreach (var e in shakeEvents)
|
||||
{
|
||||
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
|
||||
if (prog >= 0f)
|
||||
{
|
||||
float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
|
||||
ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
||||
ShakeResult = new Vector3(fac * func(e["easedA"], e["valA"], Mathf.Min(prog, 1f)), fac * func(e["easedB"], e["valB"], Mathf.Min(prog, 1f)));
|
||||
}
|
||||
if (prog > 1f)
|
||||
{
|
||||
ShakeResult = new Vector3(0, 0);
|
||||
ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -69,7 +69,7 @@ namespace HeavenStudio
|
|||
bool AudioLoadDone;
|
||||
bool ChartLoadError;
|
||||
|
||||
List<double> eventBeats, tempoBeats, volumeBeats, sectionBeats;
|
||||
List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats;
|
||||
List<RiqEntity> allGameSwitches;
|
||||
|
||||
public event Action<double> onBeatChanged;
|
||||
|
|
@ -104,16 +104,6 @@ namespace HeavenStudio
|
|||
}
|
||||
|
||||
// input accuracy (%)
|
||||
double totalInputs = 0;
|
||||
double totalPlayerAccuracy = 0;
|
||||
public double PlayerAccuracy
|
||||
{
|
||||
get
|
||||
{
|
||||
if (totalInputs == 0) return 0;
|
||||
return totalPlayerAccuracy / totalInputs;
|
||||
}
|
||||
}
|
||||
bool skillStarCollected = false;
|
||||
|
||||
// cleared sections
|
||||
|
|
@ -342,9 +332,6 @@ namespace HeavenStudio
|
|||
|
||||
if (weight > 0 && MarkerWeight > 0)
|
||||
{
|
||||
totalInputs += weight * MarkerWeight;
|
||||
totalPlayerAccuracy += Math.Abs(accuracy) * weight * MarkerWeight;
|
||||
|
||||
judgementInfo.inputs.Add(new JudgementManager.InputInfo
|
||||
{
|
||||
beat = beat,
|
||||
|
|
@ -455,27 +442,22 @@ namespace HeavenStudio
|
|||
{
|
||||
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
|
||||
{
|
||||
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
|
||||
RiqEntity seekEntity = Beatmap.Entities[currentPreSequence];
|
||||
|
||||
foreach (RiqEntity entity in Beatmap.Entities)
|
||||
if (start >= preSequenceBeats[currentPreSequence])
|
||||
{
|
||||
if (entity.beat == seekEntity.beat)
|
||||
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
|
||||
foreach (RiqEntity entity in Beatmap.Entities)
|
||||
{
|
||||
entitiesAtSameBeat.Add(entity);
|
||||
string[] entityDatamodel = entity.datamodel.Split('/');
|
||||
double seekTime = eventCaller.GetGameAction(entityDatamodel[0], entityDatamodel[1]).preFunctionLength;
|
||||
if (entity.beat - seekTime == preSequenceBeats[currentPreSequence])
|
||||
{
|
||||
entitiesInRange.Add(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
SortEventsByPriority(entitiesAtSameBeat);
|
||||
SortEventsByPriority(entitiesInRange);
|
||||
|
||||
string[] seekEntityDatamodel = seekEntity.datamodel.Split('/');
|
||||
|
||||
float seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
|
||||
|
||||
if (start + seekTime >= eventBeats[currentPreSequence])
|
||||
{
|
||||
foreach (RiqEntity entity in entitiesAtSameBeat)
|
||||
foreach (RiqEntity entity in entitiesInRange)
|
||||
{
|
||||
currentPreSequence++;
|
||||
string gameName = entity.datamodel.Split('/')[0];
|
||||
var inf = GetGameInfo(gameName);
|
||||
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
|
||||
|
|
@ -484,9 +466,10 @@ namespace HeavenStudio
|
|||
PreloadGameSequences(gameName);
|
||||
}
|
||||
eventCaller.CallPreEvent(entity);
|
||||
currentPreSequence++;
|
||||
}
|
||||
ListPool<RiqEntity>.Release(entitiesInRange);
|
||||
}
|
||||
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -577,13 +560,13 @@ namespace HeavenStudio
|
|||
{
|
||||
if (clampedBeat >= eventBeats[currentEvent])
|
||||
{
|
||||
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
|
||||
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
|
||||
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
|
||||
|
||||
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
|
||||
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
|
||||
{
|
||||
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat);
|
||||
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
|
||||
foreach (RiqEntity entity in currentBeatEntities)
|
||||
{
|
||||
if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
|
||||
|
|
@ -592,13 +575,13 @@ namespace HeavenStudio
|
|||
}
|
||||
else
|
||||
{
|
||||
entitiesAtSameBeat.Add(entity);
|
||||
entitiesInRange.Add(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SortEventsByPriority(fxEntities);
|
||||
SortEventsByPriority(entitiesAtSameBeat);
|
||||
SortEventsByPriority(entitiesInRange);
|
||||
|
||||
// FX entities should ALWAYS execute before gameplay entities
|
||||
foreach (RiqEntity entity in fxEntities)
|
||||
|
|
@ -607,7 +590,7 @@ namespace HeavenStudio
|
|||
currentEvent++;
|
||||
}
|
||||
|
||||
foreach (RiqEntity entity in entitiesAtSameBeat)
|
||||
foreach (RiqEntity entity in entitiesInRange)
|
||||
{
|
||||
// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
|
||||
if (entity.datamodel.Split('/')[0] != currentGame)
|
||||
|
|
@ -623,7 +606,7 @@ namespace HeavenStudio
|
|||
currentEvent++;
|
||||
}
|
||||
|
||||
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
|
||||
ListPool<RiqEntity>.Release(entitiesInRange);
|
||||
ListPool<RiqEntity>.Release(fxEntities);
|
||||
}
|
||||
}
|
||||
|
|
@ -643,10 +626,10 @@ namespace HeavenStudio
|
|||
private void LateUpdate()
|
||||
{
|
||||
OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
|
||||
|
||||
|
||||
if (!Conductor.instance.isPlaying)
|
||||
return;
|
||||
|
||||
|
||||
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
|
||||
{
|
||||
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
||||
|
|
@ -679,9 +662,6 @@ namespace HeavenStudio
|
|||
inputOffsetSamples.Clear();
|
||||
averageInputOffset = 0;
|
||||
|
||||
totalInputs = 0;
|
||||
totalPlayerAccuracy = 0;
|
||||
|
||||
TimingAccuracyDisplay.instance.ResetArrow();
|
||||
SkillStarManager.instance.Reset();
|
||||
skillStarCollected = false;
|
||||
|
|
@ -811,7 +791,6 @@ namespace HeavenStudio
|
|||
}
|
||||
else if (playMode)
|
||||
{
|
||||
judgementInfo.finalScore = (float)PlayerAccuracy;
|
||||
judgementInfo.star = skillStarCollected;
|
||||
judgementInfo.perfect = GoForAPerfect.instance.perfect;
|
||||
judgementInfo.time = DateTime.Now;
|
||||
|
|
@ -893,6 +872,15 @@ namespace HeavenStudio
|
|||
sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
||||
|
||||
allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
|
||||
|
||||
preSequenceBeats = new List<double>();
|
||||
foreach (RiqEntity entity in Beatmap.Entities)
|
||||
{
|
||||
string[] seekEntityDatamodel = entity.datamodel.Split('/');
|
||||
double seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
|
||||
preSequenceBeats.Add(entity.beat - seekTime);
|
||||
}
|
||||
preSequenceBeats.Sort();
|
||||
}
|
||||
|
||||
void SortEventsByPriority(List<RiqEntity> entities)
|
||||
|
|
@ -909,7 +897,6 @@ namespace HeavenStudio
|
|||
|
||||
return yAction.priority.CompareTo(xAction.priority);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
public static double GetClosestInList(List<double> list, double compareTo)
|
||||
|
|
@ -1177,7 +1164,7 @@ namespace HeavenStudio
|
|||
{
|
||||
//game is packed in an assetbundle, load from that instead
|
||||
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
|
||||
|
|
|
|||
|
|
@ -27,8 +27,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 6f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Count", "Make Forthington Count"),
|
||||
new Param("toggle2", false, "Alternate Voiceline")
|
||||
new Param("toggle", true, "Count", "Toggle if Forthington should count after the event."),
|
||||
new Param("toggle2", false, "Alternate Voice Line", "Toggle if Forthington should use an alternate voice line.")
|
||||
},
|
||||
preFunctionLength = 1
|
||||
},
|
||||
|
|
@ -37,8 +37,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { AirRally.instance.SetDistance(e.currentEntity.beat, e.currentEntity["type"], e.currentEntity["ease"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?"),
|
||||
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease")
|
||||
new Param("type", AirRally.DistanceSound.close, "Type", "Set Forthington's distance."),
|
||||
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("catch", "Catch Birdie"),
|
||||
|
|
@ -52,10 +52,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease")
|
||||
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("forward", "Animals Look Forward")
|
||||
new GameAction("forward", "Look Forward")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
|
|
@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("reset", false, "Reset", "Reset to Idle pose?")
|
||||
new Param("reset", false, "Reset", "Toggle this to reset the animals to their idle pose.")
|
||||
}
|
||||
},
|
||||
new GameAction("4beat", "4 Beat Count-In")
|
||||
|
|
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate { AirRally.ForthVoice(e.currentEntity.beat, e.currentEntity["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
|
||||
new Param("type", AirRally.CountSound.one, "Type", "Set the number Forthington will say."),
|
||||
},
|
||||
},
|
||||
new GameAction("spawnBird", "Spawn Birds")
|
||||
|
|
@ -110,14 +110,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", AirRally.BirdType.Pterosaurs, "Type"),
|
||||
new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed Multiplier"),
|
||||
new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed Multiplier"),
|
||||
new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position"),
|
||||
new Param("invert", false, "Invert X Direction")
|
||||
new Param("type", AirRally.BirdType.Pterosaurs, "Type", "Choose the type of bird to spawn."),
|
||||
new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed", "Change the horizontal speed of the birds."),
|
||||
new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed", "Change how fast the birds approach the camera."),
|
||||
new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position", "Change how close to the camera the birds spawn."),
|
||||
new Param("invert", false, "Flip Horizontally", "Toggle if the birds should fly left to right.")
|
||||
}
|
||||
},
|
||||
new GameAction("rainbow", "Rainbow")
|
||||
new GameAction("rainbow", "Spawn Rainbow")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
|
|
@ -125,11 +125,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position"),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier")
|
||||
new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position", "Change how close to the camera the rainbow spawns."),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed", "Change how fast the rainbow approaches the camera.")
|
||||
}
|
||||
},
|
||||
new GameAction("day", "Day/Night Cycle")
|
||||
new GameAction("day", "Time Of Day")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
|
|
@ -140,9 +140,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", AirRally.DayNightCycle.Day, "Start Time"),
|
||||
new Param("end", AirRally.DayNightCycle.Noon, "End Time"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."),
|
||||
new Param("end", AirRally.DayNightCycle.Noon, "End Time", "Set the time of day for the end of the event."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("cloud", "Cloud Density")
|
||||
|
|
@ -155,12 +155,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "How many clouds per second?"),
|
||||
new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "How many clouds per second?"),
|
||||
new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "How many clouds per second?"),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "Set how many clouds per second should be spawned in the center."),
|
||||
new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "Set how many clouds per second should be spawned on the sides."),
|
||||
new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "Set how many clouds per second should be spawned on the top."),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the clouds are moving at the start of the event."),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the clouds are moving at the end of the event."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("snowflake", "Snowflake Density")
|
||||
|
|
@ -173,10 +173,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes per Second"),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "Set how many snowflakes should be spawned per second."),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change fow fast the snowflakes are moving at the start of the event."),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the snowflakes are moving at the end of the event."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("tree", "Trees")
|
||||
|
|
@ -189,18 +189,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("enable", true, "Enable", "", new List<Param.CollapseParam>()
|
||||
new Param("enable", true, "Enable", "Toggle if the trees are enabled.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "main", "side", "speed", "endSpeed", "ease" })
|
||||
}),
|
||||
new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "How many trees per second?"),
|
||||
new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "How many trees per second?"),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "Set how many trees per second should be spawned in the center."),
|
||||
new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "Set how many trees per second should be spawned on the sides."),
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the trees are moving at the start of the event."),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the trees are moving at the end of the event."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("islandSpeed", "Islands Speed")
|
||||
new GameAction("islandSpeed", "Island Speed")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
|
|
@ -210,9 +210,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed"),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the islands are moving at the start of the event."),
|
||||
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the islands are moving at the end of the event."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("silence", "Silence")
|
||||
|
|
@ -221,7 +221,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
}
|
||||
},
|
||||
new List<string>() { "rvl", "normal" },
|
||||
new List<string>() { "rvl", "keep" },
|
||||
"rvlbadminton", "en",
|
||||
new List<string>() { "en" }
|
||||
);
|
||||
|
|
|
|||
|
|
@ -22,8 +22,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3,
|
||||
parameters = new()
|
||||
{
|
||||
new("long", false, "Mouth Hold"),
|
||||
new("open", true, "Should Open Mouth")
|
||||
new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."),
|
||||
new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.")
|
||||
}
|
||||
},
|
||||
new GameAction("cake", "Cake")
|
||||
|
|
@ -33,18 +33,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4,
|
||||
parameters = new()
|
||||
{
|
||||
new("long", false, "Mouth Hold"),
|
||||
new("open", true, "Should Open Mouth")
|
||||
new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."),
|
||||
new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.")
|
||||
}
|
||||
},
|
||||
new GameAction("stretchEmotion", "Emotion")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; if (BlueBear.IsInstantEmotion(e["type"])) BlueBear.instance.SetEmotion(e.beat, e["type"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; if (e["instant"] || e["type"] == (int)BlueBear.EmotionStretchType.NoEmotion) BlueBear.instance.SetEmotion(e.beat, e["type"]); },
|
||||
defaultLength = 4,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Which emotion should the blue bear use?"),
|
||||
new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Set the emotion animation Beary should play.", new()
|
||||
{
|
||||
new((x, _) => (int)x != (int)BlueBear.EmotionStretchType.NoEmotion, new string[] { "instant" })
|
||||
}),
|
||||
new Param("instant", false, "Instant", "Toggle if the emotion should jump to it's end state. Making \"LookUp\" instant will cause Beary to keep his head down."),
|
||||
}
|
||||
},
|
||||
new GameAction("wind", "Wind")
|
||||
|
|
@ -62,25 +66,25 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { BlueBear.instance.OpenMouth(); },
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("story", "Story")
|
||||
new GameAction("story", "Memory Drawing")
|
||||
{
|
||||
defaultLength = 4,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("story", BlueBear.StoryType.Date, "Story"),
|
||||
new Param("enter", true, "Enter")
|
||||
new Param("story", BlueBear.StoryType.Date, "Memory", "Set the memory that should appear."),
|
||||
new Param("enter", true, "Enter", "Toggle if the memory should enter or exit the scene.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("crumb", "Set Crumb Threshold")
|
||||
new GameAction("crumb", "Set Crumb Thresholds")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "How many treats should the bear eat before the right crumb can appear on his face?"),
|
||||
new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "How many treats should the bear eat before the left crumb can appear on his face?"),
|
||||
new Param("reset", false, "Reset Treats Eaten", "Should the numbers of treats eaten be reset?")
|
||||
new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "Set how many treats Beary needs to eat for the right crumb to appear."),
|
||||
new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "Set how many treats Beary needs to eat for the left crumb to appear."),
|
||||
new Param("reset", false, "Reset Treats Eaten", "Toggle if the current amount of treats eaten (and crumbs) should be reset.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -15,6 +15,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("boardMeeting", "Board Meeting", "d37912", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.Bop(e.beat, e.length, e["bop"], e["auto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Toggle if the pigs & assistant should bop for the duration of this event."),
|
||||
new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("prepare", "Prepare")
|
||||
{
|
||||
function = delegate { BoardMeeting.instance.Prepare(); }
|
||||
|
|
@ -30,8 +40,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate {var e = eventCaller.currentEntity; BoardMeeting.instance.Spin(e["start"], e["end"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", new EntityTypes.Integer(1, 6, 1), "Starting Pig", "Which pig from the far left (1) or far right (4) should be the first to spin?"),
|
||||
new Param("end", new EntityTypes.Integer(1, 6, 4), "Ending Pig", "Which pig from the far left (1) or far right (4) should be the last to spin?")
|
||||
new Param("start", new EntityTypes.Integer(1, 6, 1), "Starting Pig", "Choose the leftmost pig in the range to start spinning."),
|
||||
new Param("end", new EntityTypes.Integer(1, 6, 4), "Ending Pig", "Choose the rightmost pig in the range to start spinning.")
|
||||
},
|
||||
priority = 2
|
||||
},
|
||||
|
|
@ -46,23 +56,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.AssistantStop(e.beat); },
|
||||
defaultLength = 3f
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; BoardMeeting.instance.Bop(e.beat, e.length, e["bop"], e["auto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Should the executives and assistant bop?"),
|
||||
new Param("auto", false, "Bop (Auto)", "Should the executives and assistant auto bop?")
|
||||
}
|
||||
},
|
||||
new GameAction("changeCount", "Change Executives")
|
||||
new GameAction("changeCount", "Change Pig Number")
|
||||
{
|
||||
function = delegate { BoardMeeting.instance.ChangeExecutiveCount(eventCaller.currentEntity["amount"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("amount", new EntityTypes.Integer(3, 5, 4), "Amount", "How many executives will there be?")
|
||||
new Param("amount", new EntityTypes.Integer(3, 5, 4), "Pigs", "Set how many pigs there will be. The player is always the rightmost pig.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -22,16 +22,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not.", new List<Param.CollapseParam>()
|
||||
new Param("silent", false, "Mute Notes", "Toggle if the piano notes in this event should be muted.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"})
|
||||
}),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "The number of semitones up or down this note should be pitched (This plays together with the 5th note)"),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 6th note."),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 5th note."),
|
||||
}
|
||||
},
|
||||
new GameAction("play piano", "Play Note")
|
||||
|
|
@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
|
||||
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched.")
|
||||
},
|
||||
},
|
||||
new GameAction("color", "Color Palette")
|
||||
|
|
@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("object", Color.white, "Object Color"),
|
||||
new Param("shooter", Color.white, "Shooter Color"),
|
||||
new Param("bg", new Color(0, 1, 0, 1), "Environment Color")
|
||||
new Param("object", Color.white, "Widget Color", "Choose the color of the widgets & rods."),
|
||||
new Param("shooter", Color.white, "Paddle Color", "Choose the color of the launch paddle."),
|
||||
new Param("bg", new Color(0, 1, 0, 1), "Environment Color", "Choose the color of the environment.")
|
||||
}
|
||||
},
|
||||
new GameAction("lights", "Lights")
|
||||
|
|
@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("auto", true, "Lights (Auto)", "Should the lights auto light?"),
|
||||
new Param("light", false, "Lights", "Should the lights light?")
|
||||
new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."),
|
||||
new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.")
|
||||
}
|
||||
}
|
||||
}, new List<string>() { "ntr", "normal" }, "ntrassembly", "en", new List<string>() { });
|
||||
|
|
|
|||
|
|
@ -15,17 +15,28 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", "ff376c", "f2f2f2", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
|
||||
new Param("bopAuto", CatchyTune.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
|
||||
},
|
||||
},
|
||||
|
||||
new GameAction("orange", "Orange")
|
||||
{
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
|
||||
new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List<Param.CollapseParam>()
|
||||
new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the orange falls down."),
|
||||
new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" })
|
||||
}),
|
||||
new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?")
|
||||
new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.")
|
||||
},
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
|
||||
},
|
||||
|
|
@ -35,25 +46,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 8f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
|
||||
new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List<Param.CollapseParam>()
|
||||
new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the pineapple falls down."),
|
||||
new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" })
|
||||
}),
|
||||
new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?")
|
||||
new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.")
|
||||
},
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
|
||||
},
|
||||
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"),
|
||||
new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"),
|
||||
},
|
||||
}
|
||||
},
|
||||
new List<string>() { "ctr", "normal" },
|
||||
|
|
|
|||
|
|
@ -20,13 +20,23 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("cheerReaders", "Cheer Readers", "ffffde", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.BopToggle(e.beat, e.length, e["toggle"], e["toggle2"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Bop", "Toggle if the girls should bop for the duration of this event."),
|
||||
new Param("toggle2", false, "Bop (Auto)", "Toggle if the girls should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("oneTwoThree", "One! Two! Three!")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.OneTwoThree(e.beat, e["solo"]); CheerReaders.instance.SetIsDoingCue(e.beat, e.length);},
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.")
|
||||
}
|
||||
},
|
||||
new GameAction("itsUpToYou", "It's Up To You!")
|
||||
|
|
@ -35,7 +45,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.")
|
||||
}
|
||||
},
|
||||
new GameAction("letsGoReadABunchaBooks", "Let's Go Read A Buncha Books!")
|
||||
|
|
@ -44,7 +54,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.")
|
||||
}
|
||||
},
|
||||
new GameAction("rahRahSisBoomBaBoom", "Rah-Rah Sis Boom Bah-BOOM!")
|
||||
|
|
@ -53,8 +63,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
|
||||
new Param("consecutive", false, "Consecutive", "Is this cue using the alternate consecutive version?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
|
||||
new Param("consecutive", false, "Consecutive Version", "Toggle if this cue should use the consecutive version of the cue. This mutes the first book flip so it doesn't overlap with a previous cue.")
|
||||
}
|
||||
},
|
||||
new GameAction("okItsOn", "OK, It's On!")
|
||||
|
|
@ -63,10 +73,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
|
||||
new Param("toggle", true, "Whistle", "Should the whistle sound play?"),
|
||||
new Param("poster", CheerReaders.PosterToChoose.Random, "Poster", "Which image should the School Library Pep Squad display?"),
|
||||
new Param("happy", true, "Make Happy Face?", "Will the School Library Pep Squad smile happily 2 beats after flipping their books?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
|
||||
new Param("toggle", true, "Whistle", "Toggle if the whistle sounds should play."),
|
||||
new Param("poster", CheerReaders.PosterToChoose.Random, "Image", "Choose the image to display inside the books."),
|
||||
new Param("happy", true, "Smile", "Toggle if the girls will smile two beats after the input.")
|
||||
}
|
||||
},
|
||||
new GameAction("okItsOnStretch", "OK, It's On! (Stretchable)")
|
||||
|
|
@ -76,10 +86,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
|
||||
new Param("toggle", true, "Whistle", "Should the whistle sound play?"),
|
||||
new Param("poster", CheerReaders.PosterToChoose.Random, "Poster", "Which image should the School Library Pep Squad display?"),
|
||||
new Param("happy", true, "Do Happy Face?", "Will the School Library Pep Squad smile happily 2 beats after showing off their books?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
|
||||
new Param("toggle", true, "Whistle", "Toggle if the whistle sounds should play."),
|
||||
new Param("poster", CheerReaders.PosterToChoose.Random, "Image", "Choose the image to display inside the books."),
|
||||
new Param("happy", true, "Smile", "Toggle if the girls should smile two beats after the input.")
|
||||
}
|
||||
},
|
||||
new GameAction("yay", "Yay!")
|
||||
|
|
@ -88,17 +98,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
|
||||
}
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.BopToggle(e.beat, e.length, e["toggle"], e["toggle2"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Should bop?", "Should the girls bop?"),
|
||||
new Param("toggle2", false, "Should auto bop?", "Should the girls bop automatically?")
|
||||
new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
|
||||
}
|
||||
},
|
||||
new GameAction("resetPose", "Reset Pose")
|
||||
|
|
|
|||
|
|
@ -16,48 +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"], e["sfx"]); },
|
||||
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("sfx", true, "Play SFX", "Should the sign play a sound effect"),
|
||||
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
|
||||
|
|
@ -157,9 +156,9 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void Sign(double beat, float length, int ease, bool down, bool playSfx)
|
||||
public void Sign(double beat, float length, int ease, bool down)
|
||||
{
|
||||
if (playSfx) SoundByte.PlayOneShotGame("clappyTrio/sign");
|
||||
SoundByte.PlayOneShotGame("clappyTrio/sign");
|
||||
signStartBeat = beat;
|
||||
signLength = length;
|
||||
lastEase = (Util.EasingFunction.Ease)ease;
|
||||
|
|
|
|||
|
|
@ -18,11 +18,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 7,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Special Coin Variations"),
|
||||
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
|
||||
new Param("type", CoinToss.CoinVariation.Default, "Variation", "Choose the version of the cue to play."),
|
||||
new Param("toggle", false, "Audience Reaction", "Toggle if there should be cheering or booing after the cue."),
|
||||
}
|
||||
},
|
||||
new GameAction("fade background color", "Background Color")
|
||||
new GameAction("fade background color", "Background Appearance")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity;
|
||||
CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
|
||||
|
|
@ -30,11 +30,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "The starting color in the fade"),
|
||||
new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
|
||||
new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "The starting color in the fade"),
|
||||
new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "The ending color in the fade"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "Set the color for the outer ring at the start of the event."),
|
||||
new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "Set the color for the outer ring at the end of the event."),
|
||||
new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "Set the color for the inner oval at the start of the event."),
|
||||
new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "Set the color for the inner oval at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
|
||||
}
|
||||
},
|
||||
|
||||
|
|
|
|||
|
|
@ -35,18 +35,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", false, "Mute", "Should the mole laugh sound be muted?")
|
||||
new Param("mute", false, "Mute", "Toggle if the mole laugh sound should be muted.")
|
||||
},
|
||||
preFunctionLength = 6
|
||||
preFunctionLength = 3
|
||||
},
|
||||
new GameAction("end", "End")
|
||||
{
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", true, "Mute Humming?")
|
||||
new Param("mute", true, "Toggle if Stomp Farmer should stopp humming.")
|
||||
}
|
||||
},
|
||||
new GameAction("plantCollect", "Veggie Collection Values")
|
||||
new GameAction("plantCollect", "Set Veggie Collection Thresholds")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity;
|
||||
CropStomp.instance.SetCollectThresholds(e["threshold"], e["limit"], e["force"], e["forceAmount"]);
|
||||
|
|
@ -54,13 +54,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "For each time the threshold is met a new plant will appear in the veggie bag."),
|
||||
new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "What is the limit for plants collected?"),
|
||||
new Param("force", false, "Force Amount of Collected Plants", "", new List<Param.CollapseParam>()
|
||||
new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "Set how many veggies it takes for a new plant to appear in the collection bag."),
|
||||
new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "Set the limit for the amount of plants to be collected and count towards the threshold."),
|
||||
new Param("force", false, "Set Amount Of Collected Plants", "Toggle if this event should automatically set the collected plants to a certain number.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forceAmount" })
|
||||
}),
|
||||
new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Force Amount")
|
||||
new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Amount", "Set the amount of plants to be collected automatically.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
@ -159,7 +159,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (stepsPassed > 1000)
|
||||
{
|
||||
Debug.Log("Loop broke!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -214,8 +214,6 @@ namespace HeavenStudio.Games.Scripts_CropStomp
|
|||
}
|
||||
gotStomped = true;
|
||||
|
||||
Debug.Log("Stomped!");
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
||||
ParticleSystem spawnedHit = Instantiate(game.hitParticle, game.hitParticle.transform.parent);
|
||||
|
|
|
|||
|
|
@ -18,8 +18,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle2", true, "Bop", "Whether both will bop to the beat or not"),
|
||||
new Param("toggle", false, "Bop (Auto)", "Whether both will auto bop to the beat or not")
|
||||
new Param("toggle2", true, "Bop", "Toggle if the the DJs should bop for the duration of this event."),
|
||||
new Param("toggle", false, "Bop (Auto)", "Toggle if the DJs should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("and stop ooh", "And Stop!")
|
||||
|
|
@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnAndStop(e.beat, e["toggle"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
|
||||
new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"")
|
||||
}
|
||||
},
|
||||
new GameAction("break c'mon ooh", "Break, C'mon!")
|
||||
|
|
@ -39,8 +39,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnBreakCmon(e.beat, e["type"], e["toggle"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
|
||||
new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
|
||||
new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."),
|
||||
new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"")
|
||||
}
|
||||
},
|
||||
new GameAction("scratch-o hey", "Scratch-o")
|
||||
|
|
@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
|
||||
new Param("toggle2", true, "Cheering", "Should cheering play when successfully hitting this cue?"),
|
||||
new Param("toggle", false, "Fast Hey", "Activate Remix 4 (DS) beat")
|
||||
new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."),
|
||||
new Param("toggle2", true, "Cheering", "Toggle if cheering should play if you successfully hit this cue."),
|
||||
new Param("toggle", false, "Fast Hey", "Toggle if this cue should use the faster timing from Remix 4 (DS).")
|
||||
}
|
||||
},
|
||||
new GameAction("dj voice lines", "DJ Yellow Banter")
|
||||
|
|
@ -61,16 +61,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
inactiveFunction = delegate { DJSchool.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"),
|
||||
new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Line", "Choose what DJ Yellow should say."),
|
||||
}
|
||||
},
|
||||
new GameAction("sound FX", "Scratchy Music")
|
||||
new GameAction("sound FX", "Set Radio FX")
|
||||
{
|
||||
function = delegate { DJSchool.SoundFX(eventCaller.currentEntity["toggle"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Radio FX", "Toggle on and off for Radio Effects")
|
||||
new Param("toggle", true, "Radio FX", "Toggle if holding down the record will trigger scratchy radio effects like in the original game.")
|
||||
}
|
||||
},
|
||||
new GameAction("forceHold", "Force Hold")
|
||||
|
|
|
|||
|
|
@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Enable Bopping", "Whether to bop to the beat or not"),
|
||||
new Param("auto", false, "Enable Bopping (Auto)", "Whether to bop to the beat or not automatically"),
|
||||
new Param("toggle", true, "Bop", "Toggle if Dog Ninja should bop for the duration of this event."),
|
||||
new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
|
||||
}
|
||||
},
|
||||
new GameAction("Prepare", "Prepare")
|
||||
|
|
@ -37,21 +37,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
|
||||
new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
|
||||
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
|
||||
new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"),
|
||||
new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"),
|
||||
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
|
||||
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
|
||||
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
|
||||
new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
|
||||
new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."),
|
||||
},
|
||||
},
|
||||
new GameAction("CutEverything", "Cut Everything!")
|
||||
new GameAction("CutEverything", "Mister Eagle's Sign")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"),
|
||||
new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?")
|
||||
new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in and out."),
|
||||
new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
|
||||
}
|
||||
},
|
||||
new GameAction("HereWeGo", "Here We Go!")
|
||||
|
|
@ -215,8 +215,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public override void OnBeatPulse(double beat)
|
||||
{
|
||||
if (!BeatIsInBopRegion(beat)) return;
|
||||
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
if (BeatIsInBopRegion(beat) && DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle")) {
|
||||
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
|
|
|||
|
|
@ -17,8 +17,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Should the two couples bop?"),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Should the two couples auto bop?")
|
||||
new Param("bop", true, "Bop", "Toggle if the two couples should bop for the duration of this event."),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Toggle if the two couples should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("soccer", "Soccer Ball")
|
||||
|
|
@ -28,7 +28,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new()
|
||||
{
|
||||
new("b", false, "Weasels Jump")
|
||||
new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.")
|
||||
}
|
||||
},
|
||||
new GameAction("basket", "Basket Ball")
|
||||
|
|
@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new()
|
||||
{
|
||||
new("b", false, "Weasels Jump")
|
||||
new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.")
|
||||
}
|
||||
},
|
||||
new GameAction("football", "Football")
|
||||
|
|
@ -48,29 +48,29 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2.5f,
|
||||
parameters = new()
|
||||
{
|
||||
new("b", true, "Weasels Jump")
|
||||
new("b", true, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.")
|
||||
}
|
||||
},
|
||||
new GameAction("blush", "Blush")
|
||||
{
|
||||
function = delegate { DoubleDate.instance.GirlBlush(); }
|
||||
},
|
||||
new GameAction("toggleGirls", "Girls Presence")
|
||||
new GameAction("toggleGirls", "Set Girls' Presence")
|
||||
{
|
||||
function = delegate { DoubleDate.instance.ToggleGirls(eventCaller.currentEntity["b"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new()
|
||||
{
|
||||
new("b", false, "Present?")
|
||||
new("b", false, "Present", "Toggle if the girl and the female weasel should appear.")
|
||||
}
|
||||
},
|
||||
new GameAction("stare", "Boy Stare")
|
||||
new GameAction("stare", "Boy Looks")
|
||||
{
|
||||
function = delegate { DoubleDate.instance.ToggleStare(eventCaller.currentEntity["b"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new()
|
||||
{
|
||||
new("b", true, "Should stare?")
|
||||
new("b", true, "Look", "Toggle if the boy should look at the girl.")
|
||||
}
|
||||
},
|
||||
new GameAction("time", "Time of Day")
|
||||
|
|
@ -79,7 +79,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new()
|
||||
{
|
||||
new("d", DoubleDate.DayTime.Noon, "Time")
|
||||
new("d", DoubleDate.DayTime.Noon, "Time", "Set the time of day.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Should the drummers bop?"),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Should the drummers auto bop?")
|
||||
new Param("bop", true, "Bop", "Toggle if the drummers should bop for the duration of this event."),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Toggle if the drummers should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("drum", "Hit Drum")
|
||||
|
|
@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
|
||||
new Param("toggle", true, "Applause", "Toggle if applause should be played on a successful hit.")
|
||||
}
|
||||
},
|
||||
new GameAction("set mii", "Set Miis")
|
||||
|
|
@ -39,27 +39,27 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii", new List<Param.CollapseParam>()
|
||||
new Param("toggle", false, "Set All To Player", "Toggle if all Miis should be set to the player's (middle) Mii.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type", "type2", "type3" })
|
||||
}),
|
||||
new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
|
||||
new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
|
||||
new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
|
||||
new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "Set the Mii that the player will control."),
|
||||
new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "Set the Mii on the left."),
|
||||
new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "Set the Mii on the right."),
|
||||
}
|
||||
},
|
||||
new GameAction("move npc drummers", "NPC Drummers Enter or Exit")
|
||||
new GameAction("move npc drummers", "NPC Drummers")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.NPCDrummersEnterOrExit(e.beat, e.length, e["exit"], e["ease"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("exit", false, "Exit?", "Should the NPC drummers exit or enter?"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
|
||||
new Param("exit", false, "Exit", "Toggle if the NPC drummers should enter or exit the scene."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("set background color", "Background Color")
|
||||
new GameAction("set background color", "Background Appearance")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity;
|
||||
DrummingPractice.instance.BackgroundColor(e.beat, e.length, e["colorAStart"], e["colorA"], e["colorBStart"], e["colorB"], e["colorC"], e["ease"]); },
|
||||
|
|
@ -67,12 +67,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "The top-most color of the background gradient"),
|
||||
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "The top-most color of the background gradient"),
|
||||
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "The bottom-most color of the background gradient"),
|
||||
new Param("colorB", new Color(1, 1, 1), "Color B End", "The bottom-most color of the background gradient"),
|
||||
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
|
||||
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "Set the top-most color of the background gradient at the end of the event."),
|
||||
new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
|
||||
new Param("colorB", new Color(1, 1, 1), "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
|
||||
new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "Set the color of the streaks that appear upon a successful hit."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
|
||||
new Param("type2", FanClub.IdolBopType.None, "Bop target (Auto)", "Who to make auto bop"),
|
||||
new Param("type", FanClub.IdolBopType.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
|
||||
new Param("type2", FanClub.IdolBopType.None, "Bop", "Set the character(s) to automatically bop until another Bop event is reached."),
|
||||
}
|
||||
},
|
||||
new GameAction("yeah, yeah, yeah", "Yeah, Yeah, Yeah!")
|
||||
|
|
@ -30,8 +30,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 8,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Disable call", "Disable the idol's call"),
|
||||
new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response")
|
||||
new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."),
|
||||
new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e["toggle"]);},
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.HaiSound(e.beat, e["toggle"], e["toggle2"]); }
|
||||
|
|
@ -43,9 +43,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
|
||||
new Param("toggle", false, "Disable call", "Disable the idol's call"),
|
||||
new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response"),
|
||||
new Param("alt", false, "Alternate cue", "Use an alternate cue")
|
||||
new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."),
|
||||
new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted."),
|
||||
new Param("alt", false, "Alternate cue", "Toggle if Arisa should use the \"Wonderful\" (iina) cue.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e["toggle"], 0, e["type"], e["alt"]);},
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.KamoneSound(e.beat, e["toggle"], e["toggle2"], 0, e["type"], e["alt"]); }
|
||||
|
|
@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Disable call", "Disable the call")
|
||||
new Param("toggle", false, "Disable Call", "Toggle if the monkey's \"Ooh!\" cue should play.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); },
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); }
|
||||
|
|
@ -67,28 +67,28 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play"),
|
||||
new Param("who", FanClub.IdolType.All, "Target Idol", "Target to play the animation on")
|
||||
new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Set the animation to play."),
|
||||
new Param("who", FanClub.IdolType.All, "Target Idol", "Set the character to perform the above animation.")
|
||||
}
|
||||
},
|
||||
new GameAction("play stage animation", "Stage Coreography")
|
||||
new GameAction("play stage animation", "Stage Effects")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e["type"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
|
||||
new Param("type", FanClub.StageAnimations.Flash, "Effect", "Set the effect to play.")
|
||||
}
|
||||
},
|
||||
new GameAction("friend walk", "Backup Dancers Entrance")
|
||||
new GameAction("friend walk", "Backup Dancers")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; FanClub.instance.DancerTravel(e.beat, e.length, e["exit"], e["instant"]); },
|
||||
defaultLength = 16f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("exit", false, "Exit", "Backup dancers exit instead"),
|
||||
new Param("instant", false, "Instant Travel", "Backup dancers instantly finish their travel"),
|
||||
new Param("exit", false, "Exit", "Toggle if the backup dancers should enter or exit the scene."),
|
||||
new Param("instant", false, "Instant", "Toggle if the backup dancers should instantly finish their enter/exit."),
|
||||
}
|
||||
},
|
||||
new GameAction("set performance type", "Coreography Type")
|
||||
|
|
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use")
|
||||
new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set the type animations for Arisa to use.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e["type"]); }
|
||||
},
|
||||
|
|
|
|||
|
|
@ -19,11 +19,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
|
||||
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
|
||||
new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
|
||||
new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
|
||||
new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
|
||||
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
|
||||
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this firework should explode into."),
|
||||
new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
|
||||
new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the verical offset for this firework."),
|
||||
new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
|
||||
}
|
||||
},
|
||||
new GameAction("sparkler", "Sparkler")
|
||||
|
|
@ -32,11 +32,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
|
||||
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
|
||||
new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
|
||||
new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
|
||||
new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
|
||||
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
|
||||
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."),
|
||||
new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
|
||||
new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the vertical offset for this sparkler."),
|
||||
new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
|
||||
}
|
||||
},
|
||||
new GameAction("bomb", "Bomb")
|
||||
|
|
@ -45,8 +45,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
|
||||
new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
|
||||
new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
|
||||
new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
|
||||
}
|
||||
},
|
||||
new GameAction("countIn", "Count-In")
|
||||
|
|
@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("count", Fireworks.CountInType.CountOne, "Count", "Which count should be said?")
|
||||
new Param("count", Fireworks.CountInType.CountOne, "Type", "Set the number to be said.")
|
||||
}
|
||||
},
|
||||
new GameAction("altBG", "Background Appearance")
|
||||
|
|
@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Remix 5", "Should the background from Remix 5 tengoku appear?")
|
||||
new Param("toggle", true, "Remix 5", "Togle if the background from Remix 5 (GBA) should appear.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -23,8 +23,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate { var e = eventCaller.currentEntity; FirstContact.PreInterval(e.beat, e.length, e["dialogue"], e["auto"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "The line to use when messing up the translation"),
|
||||
new Param("auto", true, "Auto Pass Turn")
|
||||
new Param("dialogue", "REPLACE THIS", "Mistranslation Dialogue", "Set the line to use when messing up the translation."),
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
},
|
||||
defaultLength = 3f,
|
||||
resizable = true,
|
||||
|
|
@ -35,9 +35,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount of spaces", "Spaces to add before the untranslated icon"),
|
||||
new Param("dotdotdot", false, "Has ellipses?", "Will the man symbol be proceeded by a <...>?"),
|
||||
new Param("dialogue", "", "Dialogue", "What should this sound translate to?")
|
||||
new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount Of Spaces", "Choose the amount of spaces to add before the icon."),
|
||||
new Param("dotdotdot", false, "Ellipses", "Toggle if the symbol should have \"...\" before it."),
|
||||
new Param("newline", false, "New line", "Toggle if this text starts a new line."),
|
||||
new Param("dialogue", "", "Translation", "Set the text that this syllable will translate to. Spaces will not be automatically added.")
|
||||
},
|
||||
priority = 1
|
||||
},
|
||||
|
|
@ -56,32 +57,32 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>
|
||||
{
|
||||
new Param("toggle", false, "Stay", "If it's the end of the remix/song")
|
||||
new Param("toggle", false, "Stay", "Toggle if the camera should stay on mission control even after the event has ended. This is usually used for the end of a level.")
|
||||
}
|
||||
},
|
||||
new GameAction("look at", "Look At")
|
||||
new GameAction("look at", "Look")
|
||||
{
|
||||
function = delegate { FirstContact.instance.LookAtDirection(eventCaller.currentEntity["type"], eventCaller.currentEntity["type2"]); },
|
||||
defaultLength = .5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", FirstContact.alienLookAt.lookAtAlien, "Bob look at what", "[Bob] will look at what"),
|
||||
new Param("type2", FirstContact.translatorLookAt.lookAtBob, "Alien look at what", "[Alien] will look at what"),
|
||||
new Param("type", FirstContact.alienLookAt.lookAtAlien, "Farmer Bob", "Set where Farmer Bob will look."),
|
||||
new Param("type2", FirstContact.translatorLookAt.lookAtBob, "Alien", "Set where the alien will look."),
|
||||
}
|
||||
},
|
||||
new GameAction("live bar beat", "Live Bar Beat")
|
||||
new GameAction("live bar beat", "\"Live\" Bar")
|
||||
{
|
||||
function = delegate { FirstContact.instance.LiveBarBeat(eventCaller.currentEntity["toggle"]); },
|
||||
defaultLength = .5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "On Beat", "If the live bar animation will be on beat or not")
|
||||
new Param("toggle", true, "On Beat", "Toggle if the \"Live\" bar in the top-left will animate on onbeats or offbeats.")
|
||||
}
|
||||
}
|
||||
},
|
||||
new List<string>() {"ctr", "repeat"},
|
||||
new List<string>() { "ctr", "repeat" },
|
||||
"ctrinterpreter", "en",
|
||||
new List<string>() {}
|
||||
new List<string>() { }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -130,7 +131,7 @@ namespace HeavenStudio.Games
|
|||
string onOutDialogue = "YOU SUCK AT CHARTING";
|
||||
string callDiagBuffer = "";
|
||||
string respDiagBuffer = "";
|
||||
List<string> callDiagList = new List<string>();
|
||||
List<(string, bool)> callDiagList = new();
|
||||
int callDiagIndex = 0;
|
||||
private struct QueuedInterval
|
||||
{
|
||||
|
|
@ -344,8 +345,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void LookAtDirection(int alienLookAt, int translatorLookAt)
|
||||
{
|
||||
Debug.Log(alienLookAt);
|
||||
Debug.Log(translatorLookAt);
|
||||
switch (alienLookAt)
|
||||
{
|
||||
case 0:
|
||||
|
|
@ -416,7 +415,7 @@ namespace HeavenStudio.Games
|
|||
var input = inputs[i];
|
||||
double relativeBeat = input.beat - intervalBeat;
|
||||
ScheduleInput(beat, length + relativeBeat, InputAction_Press, AlienTapping, AlienOnMiss, AlienEmpty);
|
||||
callDiagList.Add(input["dialogue"]);
|
||||
callDiagList.Add((input["dialogue"], input["newline"]));
|
||||
}
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
|
|
@ -427,9 +426,9 @@ namespace HeavenStudio.Games
|
|||
alienTextbox.SetActive(false);
|
||||
alien.Play("alien_point", 0, 0);
|
||||
}),
|
||||
new BeatAction.Action(beat + (length / 2), delegate
|
||||
{
|
||||
alien.Play("alien_idle", 0, 0);
|
||||
new BeatAction.Action(beat + (length / 2), delegate
|
||||
{
|
||||
alien.Play("alien_idle", 0, 0);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
|
@ -481,26 +480,45 @@ namespace HeavenStudio.Games
|
|||
alienText.text = callDiagBuffer;
|
||||
}
|
||||
|
||||
string GetMessageFromCallDialogue(int callDiagIndex = 0)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
for (int i = callDiagIndex; i < callDiagList.Count; i++)
|
||||
{
|
||||
(string s, bool showNewline) = callDiagList[i];
|
||||
if (showNewline && callDiagIndex != i)
|
||||
{
|
||||
break;
|
||||
}
|
||||
sb.Append(s);
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
void UpdateTranslateTextbox()
|
||||
{
|
||||
if (callDiagIndex == 0 && !hasMissed && !noHitOnce)
|
||||
{
|
||||
// shift the textbox to centre the message
|
||||
StringBuilder sb = new StringBuilder();
|
||||
foreach (string s in callDiagList)
|
||||
{
|
||||
sb.Append(s);
|
||||
}
|
||||
string fullMsg = sb.ToString();
|
||||
|
||||
// many hardcoded values there'll be a better way to do this
|
||||
Vector2 size = translateText.GetPreferredValues(fullMsg, 10.95f, 2);
|
||||
translateText.rectTransform.anchoredPosition = new Vector2(Mathf.Max((10.95f/2f) + (-size.x / 2 - 0.25f), -0.25f), Mathf.Max((2.11f / 2f) + (-size.y / 2) + 0.2f, 0.2f));
|
||||
ResetTranslateTextbox();
|
||||
}
|
||||
translateText.text = respDiagBuffer;
|
||||
translateFailText.text = respDiagBuffer;
|
||||
}
|
||||
|
||||
void ResetTranslateTextbox(bool destroyText = false)
|
||||
{
|
||||
// shift the textbox to centre the message
|
||||
string message = GetMessageFromCallDialogue(callDiagIndex);
|
||||
// many hardcoded values there'll be a better way to do this
|
||||
Vector2 size = translateText.GetPreferredValues(message, 10.95f, 2);
|
||||
translateText.rectTransform.anchoredPosition = new Vector2(Mathf.Max((10.95f / 2f) + (-size.x / 2 - 0.25f), -0.25f), Mathf.Max((2.11f / 2f) + (-size.y / 2) + 0.2f, 0.2f));
|
||||
if (destroyText)
|
||||
{
|
||||
respDiagBuffer = "";
|
||||
translateText.text = "";
|
||||
}
|
||||
}
|
||||
|
||||
public void MissionControlDisplay(double beat, bool stay, float length)
|
||||
{
|
||||
missionControl.SetActive(true);
|
||||
|
|
@ -599,7 +617,12 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
else
|
||||
{
|
||||
respDiagBuffer += callDiagList[callDiagIndex];
|
||||
(string dialogue, bool showNewline) = callDiagList[callDiagIndex];
|
||||
if (showNewline)
|
||||
{
|
||||
ResetTranslateTextbox(true);
|
||||
}
|
||||
respDiagBuffer += dialogue;
|
||||
translateTextbox.SetActive(true);
|
||||
UpdateTranslateTextbox();
|
||||
callDiagIndex++;
|
||||
|
|
|
|||
|
|
@ -13,22 +13,32 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whoBops", FlipperFlop.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
|
||||
new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
|
||||
}
|
||||
},
|
||||
new GameAction("attentionCompany", "Attention Company!")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?")
|
||||
new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
|
||||
}
|
||||
},
|
||||
new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5)")
|
||||
new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5 Wii)")
|
||||
{
|
||||
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"], true); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?")
|
||||
new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
|
||||
}
|
||||
},
|
||||
new GameAction("flipping", "Flipping")
|
||||
|
|
@ -47,8 +57,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.FlipperRollVoiceLine(e.beat, e["amount"], e["toggle"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "1, 2, 3... etc. - flipper rolls"),
|
||||
new Param("toggle", false, "Now", "Whether Captain Tuck should say -Now!- instead of numbers.")
|
||||
new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "Set the number that Captain Tuck should announce."),
|
||||
new Param("toggle", false, "Now", "Toggle if Captain Tuck should say \"Now\" instead of a number.")
|
||||
},
|
||||
defaultLength = 2f
|
||||
},
|
||||
|
|
@ -57,31 +67,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, true, e["uh"], e["thatsIt"], e["appreciation"], e["heart"], e["barber"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"),
|
||||
new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?", new List<Param.CollapseParam>()
|
||||
new Param("uh", new EntityTypes.Integer(0, 3, 0), "Grunt Count", "Choose how many grunts Captain Tuck should say after the flipper-rolls."),
|
||||
new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Choose the appreciation voice line that Captain Tuck should say if the flipper-roll is carried out successfully.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
|
||||
}),
|
||||
new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"),
|
||||
new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll.", new List<Param.CollapseParam>()
|
||||
new Param("heart", false, "Hearts", "Toggle if Captain Tuck should blush and make hearts appear when he expresses his appreciation."),
|
||||
new Param("thatsIt", false, "That's it!", "Toggle if Captain Tuck should say \"That's it!\" after the flipper-rolls. This is usually used for the end of a level or segment.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" })
|
||||
}),
|
||||
new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?")
|
||||
new Param("barber", false, "Barbershop", "Toggle if Captain Tuck should use the variant of \"That's it!\" seen in Barbershop Remix (3DS).")
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whoBops", FlipperFlop.WhoBops.Both, "Who Bops?", "Who will bop?"),
|
||||
new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Who Bops? (Auto)", "Who will auto bop?"),
|
||||
}
|
||||
},
|
||||
new GameAction("walk", "Captain Tuck Walk")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; FlipperFlop.instance.CaptainWalk(e.beat, e.length, e["ease"]); },
|
||||
|
|
@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the animation be played at?")
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("toggleCaptain", "Disable/Enable Captain Tuck")
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
|
||||
new Param("type", ForkLifter.FlickType.Pea, "Object", "Choose the object to be flicked.")
|
||||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", false, "Mute Prepare")
|
||||
new Param("mute", false, "Mute", "Toggle if the prepare sound effect should play.")
|
||||
}
|
||||
},
|
||||
new GameAction("gulp", "Swallow")
|
||||
|
|
@ -47,25 +47,25 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); }
|
||||
},
|
||||
new GameAction("color", "Background Color")
|
||||
new GameAction("color", "Background Appearance")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", Color.white, "Start Color", "The color to start fading from."),
|
||||
new Param("end", Color.white, "End Color", "The color to end the fade."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("start", Color.white, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("end", Color.white, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("colorGrad", "Gradient Color")
|
||||
new GameAction("colorGrad", "Gradient Appearance")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", Color.white, "Start Color", "The color to start fading from."),
|
||||
new Param("end", Color.white, "End Color", "The color to end the fade."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("start", Color.white, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("end", Color.white, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
|
|
|||
|
|
@ -26,17 +26,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("semiTones", new EntityTypes.Integer(-24, 24, -5), "Semitones", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "Semitones (Player)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Should the chorus kids close/open their mouth?"),
|
||||
new Param("repeat", false, "Repeating", "Should the left and middle chorus kid repeat this singing cue?", new List<Param.CollapseParam>()
|
||||
new Param("semiTones", new EntityTypes.Integer(-24, 24, -5), "Semitones", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Choose if the chorus kids should close or open their mouth."),
|
||||
new Param("repeat", false, "Repeating", "Toggle if the left and middle chorus kid should repeat this singing cue.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "semiTonesLeft2", "semiTonesLeft3", "semiTonesMiddle2" })
|
||||
}),
|
||||
new Param("semiTonesLeft2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTonesLeft2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "Set the number of semitones up or down this note should be pitched."),
|
||||
}
|
||||
},
|
||||
new GameAction("baton", "Baton")
|
||||
|
|
@ -50,10 +50,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("semiTones", new EntityTypes.Integer(-24, 24, -1), "Semitones", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTones1", new EntityTypes.Integer(-24, 24, 4), "Semitones (Next)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 10), "Semitones (Player)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("pitch", new EntityTypes.Float(0f, 5f, 1f), "Conductor Voice Pitch", "Which pitch should the conductor's voice be at? (1 is normal pitch)")
|
||||
new Param("semiTones", new EntityTypes.Integer(-24, 24, -1), "Semitones", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTones1", new EntityTypes.Integer(-24, 24, 4), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 10), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("pitch", new EntityTypes.Float(0f, 5f, 1f), "Conductor Voice Pitch", "Choose the pitch of the conductor's voice. 1 is normal pitch.")
|
||||
}
|
||||
},
|
||||
new GameAction("forceSing", "Force Sing")
|
||||
|
|
@ -62,20 +62,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("semiTones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTones1", new EntityTypes.Integer(-24, 24, 0), "Semitones (Next)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 0), "Semitones (Player)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("semiTones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTones1", new EntityTypes.Integer(-24, 24, 0), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 0), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."),
|
||||
}
|
||||
},
|
||||
new GameAction("presence", "Toggle Chorus Kids Presence")
|
||||
new GameAction("presence", "Toggle Chorus Kids")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.ToggleKidsPresence(!e["left"], !e["middle"], !e["player"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("left", false, "Left Kid Present", "Should this chorus kid be present?"),
|
||||
new Param("middle", false, "Middle Kid Present", "Should this chorus kid be present?"),
|
||||
new Param("player", false, "Player Kid Present", "Should this chorus kid be present?"),
|
||||
new Param("left", false, "Left Kid Present", "Toggle if this chorus kid should be present."),
|
||||
new Param("middle", false, "Middle Kid Present", "Toggle if this chorus kid should be present."),
|
||||
new Param("player", false, "Player Kid Present", "Toggle if this chorus kid should be present."),
|
||||
}
|
||||
},
|
||||
new GameAction("fadeOutTime", "Set Sing Game-Switch Fade Out Time")
|
||||
|
|
@ -84,9 +84,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("fade", new EntityTypes.Float(0, 20f, 0f), "Left Chorus Kid", "For how much time in seconds should this chorus kid's singing fade out?"),
|
||||
new Param("fade1", new EntityTypes.Float(0, 20f, 0f), "Middle Chorus Kid", "For how much time in seconds should this chorus kid's singing fade out?"),
|
||||
new Param("fadeP", new EntityTypes.Float(0, 20f, 0f), "Player Chorus Kid", "For how much time in seconds should this chorus kid's singing fade out?"),
|
||||
new Param("fade", new EntityTypes.Float(0, 20f, 0f), "Left Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."),
|
||||
new Param("fade1", new EntityTypes.Float(0, 20f, 0f), "Middle Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."),
|
||||
new Param("fadeP", new EntityTypes.Float(0, 20f, 0f), "Player Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."),
|
||||
}
|
||||
},
|
||||
new GameAction("passTurn", "Pass Turn")
|
||||
|
|
|
|||
|
|
@ -104,8 +104,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle2", true, "Bop", "Whether to bop to the beat or not"),
|
||||
new Param("toggle", false, "Bop (Auto)", "Whether to auto bop to the beat or not")
|
||||
new Param("toggle2", true, "Bop", "Toggle if Karate Joe should bop for the duration of this event."),
|
||||
new Param("toggle", false, "Bop (Auto)", "Toggle if Karate Joe should automatically bop until another Bop event is reached.")
|
||||
},
|
||||
},
|
||||
new GameAction("hit", "Toss Object") {
|
||||
|
|
@ -122,9 +122,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("mute", false, "Mute", "Should the throwing sound be muted?"),
|
||||
new Param("type", KarateMan.HitType.Pot, "Object", "Choose the object to throw."),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
|
||||
}
|
||||
},
|
||||
new GameAction("bulb", "Toss Lightbulb")
|
||||
|
|
@ -142,22 +142,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos", new List<Param.CollapseParam>()
|
||||
new Param("type", KarateMan.LightBulbType.Normal, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbType.Custom, new string[] { "colorA" })
|
||||
}),
|
||||
new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("mute", false, "Mute", "Should the throwing sound be muted?"),
|
||||
new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "What type of SFX to use for the bulb?", new List<Param.CollapseParam>()
|
||||
new Param("colorA", new Color(1f,1f,1f), "Custom Color", "Choose the color to use."),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
|
||||
new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "Choose the type of SFX to use for the bulb.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbSfx.Custom, new string[] { "throwSfx", "hitSfx" }),
|
||||
}),
|
||||
new Param("throwSfx", "lightbulbOut", "Throw SFX", "Custom throw SFX to use for the bulb"),
|
||||
new Param("hitSfx", "lightbulbHit", "Hit SFX", "Custom hit SFX to use for the bulb"),
|
||||
new Param("throwSfx", "lightbulbOut", "Throw SFX", "Choose the type of SFX to use for throwing the bulb."),
|
||||
new Param("hitSfx", "lightbulbHit", "Hit SFX", "Choose the type of SFX to use for hitting the bulb."),
|
||||
},
|
||||
},
|
||||
new GameAction("kick", "Special: Kick")
|
||||
new GameAction("kick", "Kick")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -172,21 +172,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"),
|
||||
new Param("shouldGlow", true, "Bomb Glow", "Should Joe be lit up by the bomb in the barrel?"),
|
||||
new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue?", new List<Param.CollapseParam>()
|
||||
new Param("toggle", false, "Ball", "Toggle if the barrel should contain a ball instead of a bomb."),
|
||||
new Param("shouldGlow", true, "Bomb Glow", "Toggle if Joe should be lit up by the bomb in the barrel."),
|
||||
new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
|
||||
}),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"),
|
||||
new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"),
|
||||
new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Color of the barrel's wood"),
|
||||
new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Color of the barrel's hoops"),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
|
||||
new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."),
|
||||
new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Choose the color of the barrel's wood."),
|
||||
new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Choose the color of the barrel's hoops."),
|
||||
}
|
||||
},
|
||||
new GameAction("combo", "Special: Combo")
|
||||
new GameAction("combo", "Combo")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -201,17 +201,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue", new List<Param.CollapseParam>()
|
||||
new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
|
||||
}),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"),
|
||||
new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
|
||||
new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."),
|
||||
}
|
||||
},
|
||||
new GameAction("warnings", "Warnings")
|
||||
new GameAction("warnings", "Text Warnings")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -221,14 +221,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whichWarning", KarateMan.HitThree.HitThree, "Which Warning", "The warning text to show and the sfx to play"),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue", new List<Param.CollapseParam>()
|
||||
new Param("whichWarning", KarateMan.HitThree.HitThree, "Warning", "Choose the warning text to show and the sfx to play."),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
|
||||
}),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"),
|
||||
new Param("customLength", false, "Custom Length", "Have the warning text appear for the length of the block"),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
|
||||
new Param("customLength", false, "Stretchable Length", "Toggle if the text should appear for the entire length of the event."),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
|
||||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -242,11 +242,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
|
||||
new Param("toggle", true, "Return Camera", "Toggle if the camera should zoom back in."),
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); }
|
||||
},
|
||||
new GameAction("prepare", "Preparation Stance")
|
||||
new GameAction("prepare", "Prepare")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);},
|
||||
resizable = true,
|
||||
|
|
@ -260,10 +260,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
|
||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."),
|
||||
// new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"),
|
||||
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
|
||||
new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."),
|
||||
// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
|
||||
},
|
||||
},
|
||||
|
|
@ -282,32 +282,32 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>() // uncomment these collapses when overlapping collapses are implemented
|
||||
{
|
||||
new Param("presetBg", KarateMan.BackgroundType.Yellow, "Preset BG Color", "The preset background type (will by default fade from the existing background color)", new List<Param.CollapseParam>()
|
||||
new Param("presetBg", KarateMan.BackgroundType.Yellow, "BG Color", "Set the background type. This will fade from the existing background color for the length of the event..", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.BackgroundType.Custom, new string[] { "startColor", "endColor" }),
|
||||
}),
|
||||
new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "The background color to start with"),
|
||||
new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "The background color to end with"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Instant, "BG Color Ease", "Ease to use when fading color"),
|
||||
new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom", new List<Param.CollapseParam>()
|
||||
new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "Set the color at the start of the event."),
|
||||
new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
|
||||
new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow", "Set the shadow type. If Tinted doesn't work with your background color, try Custom.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.ShadowType.Custom, new string[] { "shadowStart", "shadowEnd" }),
|
||||
}),
|
||||
new Param("shadowStart", new Color(), "Start Shadow Color", "The shadow color to start with"),
|
||||
new Param("shadowEnd", new Color(), "End Shadow Color", "The shadow color to end with"),
|
||||
new Param("shadowStart", new Color(), "Start Shadow Color", "Set the color at the start of the event."),
|
||||
new Param("shadowEnd", new Color(), "End Shadow Color", "Set the color at the end of the event."),
|
||||
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
|
||||
|
||||
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use", new List<Param.CollapseParam>()
|
||||
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "Set the type of background texture to use", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" })
|
||||
}),
|
||||
new Param("autoColor", true, "Use BG Color For Texture", "Use a tint of the background color for the texture?", new List<Param.CollapseParam>()
|
||||
new Param("autoColor", true, "Use BG Color For Texture", "Toggle if the texture should use a tint of the BG Color.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "startTexture", "endTexture" })
|
||||
}),
|
||||
new Param("startTexture", new Color(), "Start Texture Color", "The texture color to start with"),
|
||||
new Param("endTexture", new Color(), "End Texture Color", "The texture color to end with"),
|
||||
new Param("startTexture", new Color(), "Start Texture Color", "Set the color at the start of the event."),
|
||||
new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."),
|
||||
},
|
||||
},
|
||||
// new GameAction("set background effects", "Background Appearance (OLD)")
|
||||
|
|
@ -332,7 +332,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
// new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
|
||||
// },
|
||||
// },
|
||||
new GameAction("set object colors", "Object Colors")
|
||||
new GameAction("set object colors", "Object Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -341,14 +341,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"),
|
||||
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
|
||||
new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"),
|
||||
new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "", new()
|
||||
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "Set the color to use for Karate Joe's body."),
|
||||
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "Set the color to use for Karate Joe's highlights."),
|
||||
new Param("colorC", new Color(1,1,1,1), "Item Color", "Set the color to use for the thrown items."),
|
||||
new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "Set if the color of the stars that appear on hit should be based on the item color.", new()
|
||||
{
|
||||
new((x, _) => (int)x == (int)KarateMan.StarColorOption.Custom, new string[] { "colorD" })
|
||||
}),
|
||||
new Param("colorD", new Color(1,1,1,1), "Star Color", "The color to use for star particles"),
|
||||
new Param("colorD", new Color(1,1,1,1), "Star Color", "Set the color to use for star particles."),
|
||||
},
|
||||
},
|
||||
new GameAction("particle effects", "Particle Effects")
|
||||
|
|
@ -360,20 +360,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
|
||||
new Param("instant", false, "Instant", "Start/Stop particles instantly"),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"),
|
||||
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect")
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
|
||||
new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "Set the strength of the particle wind."),
|
||||
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
|
||||
},
|
||||
},
|
||||
new GameAction("force facial expression", "Set Facial Expression")
|
||||
new GameAction("force facial expression", "Facial Expression")
|
||||
{
|
||||
function = delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity["type"]); },
|
||||
defaultLength = 0.5f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
|
||||
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "Set the facial expression to force Karate Joe to. Special moves may override this.")
|
||||
}
|
||||
},
|
||||
|
||||
|
|
|
|||
|
|
@ -153,7 +153,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
{
|
||||
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
|
||||
{
|
||||
Debug.Log("Touch charge");
|
||||
inTouchCharge = true;
|
||||
anim.DoScaledAnimationAsync("ManChargeOut", 0.5f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1097,7 +1097,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
public bool CanKick()
|
||||
{
|
||||
var joe = KarateMan.instance.Joe;
|
||||
Debug.Log(joe.inKick);
|
||||
return status == FlyStatus.Fly && joe.inKick;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -21,10 +21,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
|
||||
new Param("toggle", false, "Mice", "Replaces kitties as mice"),
|
||||
new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"),
|
||||
new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"),
|
||||
new Param("type", Kitties.SpawnType.Straight, "Direction", "Choose the direction that the kitties will spawn in."),
|
||||
new Param("toggle", false, "Mice", "Toggle if the non-player kitties should be replaced with mice."),
|
||||
new Param("toggle1", false, "Invert Direction", "Toggle if the spawn direction should be inverted."),
|
||||
new Param("toggle2", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."),
|
||||
}
|
||||
},
|
||||
|
||||
|
|
@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Keep Cats spawned", "Sets whether or not cats stay spawned after their cue"),
|
||||
new Param("toggle", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."),
|
||||
}
|
||||
},
|
||||
|
||||
|
|
@ -54,14 +54,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = .5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", Kitties.SpawnType.Straight, "Spawn", "The way in which the kitties will spawn"),
|
||||
new Param("toggle", false, "Mice", "Replaces kitties as mice"),
|
||||
new Param("toggle1", false, "Invert Direction", "Inverts the direction they clap in"),
|
||||
new Param("toggle2", false, "Keep Cats Spawned", "Sets whether or not cats stay spawned after their cue"),
|
||||
new Param("type", Kitties.SpawnType.Straight, "Direction", "Choose the direction that the kitties will spawn in."),
|
||||
new Param("toggle", false, "Mice", "Toggle if the non-player kitties should be replaced with mice."),
|
||||
new Param("toggle1", false, "Invert Direction", "Toggle if the spawn direction should be inverted."),
|
||||
new Param("toggle2", false, "Keep Cats Spawned", "Toggle if the kitties should stay spawned after their cue. This is required for some other events."),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("bgcolor", "Background Color")
|
||||
new GameAction("bgcolor", "Background Appearance")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
|
|
@ -72,9 +72,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorStart", Color.white, "Start Color"),
|
||||
new Param("colorEnd", Color.white, "End Color"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("colorEnd", Color.white, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -19,11 +19,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "When should the rocket rise up?"),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 2), "1st Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 4), "2nd Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 5), "3rd Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 7), "4th Note", "The number of semitones up or down this note should be pitched")
|
||||
new Param("offset", new EntityTypes.Float(-1, 2, -1), "Spawn Offset", "Set when the rocket should rise up."),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 2), "1st Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 4), "2nd Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 5), "3rd Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 7), "4th Note", "Set the number of semitones up or down this note should be pitched.")
|
||||
}
|
||||
},
|
||||
new GameAction("partyCracker", "Party-Popper")
|
||||
|
|
@ -32,13 +32,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 4), "1st Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 5), "2nd Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 7), "3rd Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 9), "4th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 11), "5th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th Note", "The number of semitones up or down this note should be pitched")
|
||||
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 4), "1st Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 5), "2nd Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 7), "3rd Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 9), "4th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 11), "5th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th Note", "Set the number of semitones up or down this note should be pitched.")
|
||||
}
|
||||
},
|
||||
new GameAction("bell", "Bell")
|
||||
|
|
@ -48,16 +48,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, 9), "6th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note7", new EntityTypes.Integer(-24, 24, 11), "7th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note8", new EntityTypes.Integer(-24, 24, 12), "8th Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Launch)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, 9), "6th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note7", new EntityTypes.Integer(-24, 24, 11), "7th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note8", new EntityTypes.Integer(-24, 24, 12), "8th Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Launch)", "Set the number of semitones up or down this note should be pitched."),
|
||||
}
|
||||
},
|
||||
new GameAction("bowlingPin", "Bowling Pin")
|
||||
|
|
@ -67,21 +67,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "When should the rocket rise up?"),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 5), "1st Note", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, -1), "2nd Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 0), "3rd Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, -1), "4th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 0), "5th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, -1), "6th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note7", new EntityTypes.Integer(-24, 24, 0), "7th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note8", new EntityTypes.Integer(-24, 24, -1), "8th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note10", new EntityTypes.Integer(-24, 24, -1), "10th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note11", new EntityTypes.Integer(-24, 24, 0), "11th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note12", new EntityTypes.Integer(-24, 24, -1), "12th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note13", new EntityTypes.Integer(-24, 24, 0), "13th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("note14", new EntityTypes.Integer(-24, 24, 7), "14th Note (Flute)", "The number of semitones up or down this note should be pitched"),
|
||||
new Param("offset", new EntityTypes.Float(-1, 1, -1), "Spawn Offset", "Set when the rocket should rise up."),
|
||||
new Param("note1", new EntityTypes.Integer(-24, 24, 5), "1st Note", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note2", new EntityTypes.Integer(-24, 24, -1), "2nd Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note3", new EntityTypes.Integer(-24, 24, 0), "3rd Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note4", new EntityTypes.Integer(-24, 24, -1), "4th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note5", new EntityTypes.Integer(-24, 24, 0), "5th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note6", new EntityTypes.Integer(-24, 24, -1), "6th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note7", new EntityTypes.Integer(-24, 24, 0), "7th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note8", new EntityTypes.Integer(-24, 24, -1), "8th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note9", new EntityTypes.Integer(-24, 24, 0), "9th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note10", new EntityTypes.Integer(-24, 24, -1), "10th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note11", new EntityTypes.Integer(-24, 24, 0), "11th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note12", new EntityTypes.Integer(-24, 24, -1), "12th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note13", new EntityTypes.Integer(-24, 24, 0), "13th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note14", new EntityTypes.Integer(-24, 24, 7), "14th Note (Flute)", "Set the number of semitones up or down this note should be pitched."),
|
||||
new Param("note15", new EntityTypes.Integer(-24, 24, 7), "15th Note", "The number of semitones up or down this note should be pitched")
|
||||
}
|
||||
},
|
||||
|
|
@ -91,10 +91,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("xPos", new EntityTypes.Float(-40f, 40f, 0f), "X Position", "Which position on the X axis should the Launch Pad travel to?"),
|
||||
new Param("yPos", new EntityTypes.Float(-30f, 30f, 0f), "Y Position", "Which position on the Y axis should the Launch Pad travel to?"),
|
||||
new Param("zPos", new EntityTypes.Float(-90f, 90f, 0f), "Z Position", "Which position on the Z axis should the Launch Pad travel to?"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the Launch Pad use?")
|
||||
new Param("xPos", new EntityTypes.Float(-40f, 40f, 0f), "X Position", "Set the position on the X axis that the Launch Pad should travel to."),
|
||||
new Param("yPos", new EntityTypes.Float(-30f, 30f, 0f), "Y Position", "Set the position on the Y axis that the Launch Pad should travel to."),
|
||||
new Param("zPos", new EntityTypes.Float(-90f, 90f, 0f), "Z Position", "Set the position on the Z axis that the Launch Pad should travel to."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("rotMove", "Change Launch Pad Rotation")
|
||||
|
|
@ -104,9 +104,35 @@ namespace HeavenStudio.Games.Loaders
|
|||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("rot", new EntityTypes.Float(-360, 360, 0), "Angle", "Which angle of rotation should the Launch Pad rotate towards?"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the Launch Pad use?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("toggleStars", "Falling Stars")
|
||||
{
|
||||
// function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.CreateParticles(e.beat, e["toggle"], e["valA"], e["valB"], e["valC"]);},
|
||||
hidden = true,
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Stars", "Toggle if stars should fall from the top of the screen.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "valA", "valB", "valC"})
|
||||
}),
|
||||
new Param("valA", new EntityTypes.Float(0.1f, 10f, 1f), "Star Density", "Set how many stars are spawned."),
|
||||
new Param("valB", new EntityTypes.Float(0.01f, 5f, 0.1f), "Front Star Fall Speed", "Set how fast the front stars fall to the bottom edge of the screen."),
|
||||
new Param("valC", new EntityTypes.Float(0.01f, 5f, 0.1f), "Back Star Fall Speed", "Set how fast the stars fall to the bottom edge of the screen.")
|
||||
}
|
||||
},
|
||||
new GameAction("scrollSpeed", "Scroll Speed")
|
||||
{
|
||||
// function = delegate {var e = eventCaller.currentEntity; LaunchParty.instance.UpdateScrollSpeed(e["speed"]); },
|
||||
hidden = true,
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("speed", new EntityTypes.Float(0, 100, 0.5f), "Scroll Speed", "Set how fast the background will scroll down."),
|
||||
}
|
||||
}
|
||||
},
|
||||
new List<string>() {"rvl", "normal"},
|
||||
"rvlrocket", "en",
|
||||
|
|
|
|||
|
|
@ -26,8 +26,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Bop", "Should the stepswitchers bop?"),
|
||||
new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
|
||||
new Param("toggle", true, "Bop", "Toggle if the stepswitchers should bop for the duration of this event."),
|
||||
new Param("toggle2", false, "Bop (Auto)", "Toggle if the stepswitchers should automatically bop until another Bop event is reached."),
|
||||
},
|
||||
},
|
||||
new GameAction("stepping", "Stepping")
|
||||
|
|
@ -35,12 +35,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
|
||||
new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
|
||||
}),
|
||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
|
||||
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
|
||||
},
|
||||
preFunctionLength = 1
|
||||
},
|
||||
|
|
@ -50,9 +50,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", true, "Sound Cue"),
|
||||
new Param("ho", true, "Ho Sounds", "Will the <ho, ho, ho, ho> sound be present?"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
new Param("sound", true, "Sound Cue", "Toggle if the \"Hai! Hai! Hai! Ha-Ha!\" sound should be played."),
|
||||
new Param("ho", true, "End Sounds", "Toggle if the \"Ho! Ho! Ho! Ho!\" sound should be played."),
|
||||
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
|
||||
}
|
||||
},
|
||||
new GameAction("onbeatSwitch", "Switch to Onbeat")
|
||||
|
|
@ -61,9 +61,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", true, "Sound Cue"),
|
||||
new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
new Param("sound", true, "Sound Cue", "Toggle if the \"Mm-ha! Mm-ha! Hai!\" sound should be played."),
|
||||
new Param("hai", new EntityTypes.Integer(0, 100, 1), "Set how many \"Hai!\" sounds will play."),
|
||||
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
|
||||
}
|
||||
},
|
||||
new GameAction("hai", "Hai")
|
||||
|
|
@ -74,25 +74,25 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
|
||||
},
|
||||
new GameAction("set colours", "Set Colours")
|
||||
new GameAction("set colours", "Set Colors")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Select the color that appears for the onbeat."),
|
||||
new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Select the color that appears for the offbeat."),
|
||||
new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Select the color used for the outline of the stepswitchers."),
|
||||
new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Select the color that appears for the dark side of the stepwitchers."),
|
||||
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
|
||||
new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Set the color that appears for the onbeat."),
|
||||
new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Set the color that appears for the offbeat."),
|
||||
new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Set the color used for the outline of the stepswitchers."),
|
||||
new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Set the color that appears for the dark side of the stepwitchers."),
|
||||
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Set the color that appears for the light side of the stepwitchers."),
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
},
|
||||
new GameAction("zoom", "Preset Zooms")
|
||||
new GameAction("zoom", "Zoom Camera")
|
||||
{
|
||||
function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level")
|
||||
new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level", "Set the level to zoom to.")
|
||||
}
|
||||
},
|
||||
new GameAction("bach", "Show Bach")
|
||||
|
|
@ -105,12 +105,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
|
||||
new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
|
||||
}),
|
||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
|
||||
new Param("visual", true, "Background Visual")
|
||||
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
|
||||
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat."),
|
||||
},
|
||||
preFunctionLength = 1,
|
||||
resizable = true,
|
||||
|
|
|
|||
|
|
@ -60,9 +60,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Should the cadets bop?"),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"),
|
||||
new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"),
|
||||
new Param("bop", true, "Bop", "Toggle if the cadets should bop for the duration of this event."),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Toggle if the cadets should automatically bop until another Bop event is reached."),
|
||||
new Param("clap", false, "Clap", "Toggle if the cadets should clap instead of bop."),
|
||||
}
|
||||
},
|
||||
new GameAction("attention", "Attention...")
|
||||
|
|
@ -78,8 +78,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>
|
||||
{
|
||||
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
|
||||
new Param("shouldMarch", true, "March", "Disable automatic marching"),
|
||||
new Param("disableVoice", false, "Mute Voice", "Toggle if the Sergeant's cue should play."),
|
||||
new Param("shouldMarch", true, "March", "Toggle if the cadets should automatically march. If not, you should use a \"Force Marching\" event."),
|
||||
},
|
||||
priority = 5,
|
||||
},
|
||||
|
|
@ -92,8 +92,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
|
||||
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
|
||||
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."),
|
||||
new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."),
|
||||
}
|
||||
},
|
||||
new GameAction("faceTurnFast", "Fast Face Turn")
|
||||
|
|
@ -105,8 +105,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
|
||||
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
|
||||
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."),
|
||||
new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."),
|
||||
}
|
||||
},
|
||||
new GameAction("halt", "Halt!")
|
||||
|
|
@ -123,13 +123,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", true, "Start Moving", "Start moving the conveyor"),
|
||||
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
|
||||
new Param("start", true, "Start Moving", "Toggle if the conveyor should start moving."),
|
||||
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Set the direction the conveyor will move."),
|
||||
},
|
||||
defaultLength = 7f,
|
||||
resizable = true,
|
||||
},
|
||||
new GameAction("background", "Background Colors")
|
||||
new GameAction("background", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -138,16 +138,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"),
|
||||
new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"),
|
||||
new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"),
|
||||
new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"),
|
||||
new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"),
|
||||
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"),
|
||||
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"),
|
||||
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"),
|
||||
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"),
|
||||
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
|
||||
new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Set the color of the background."),
|
||||
new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Set the color of the wall."),
|
||||
new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Set the color of the tile outline."),
|
||||
new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Set the color of the tile shading."),
|
||||
new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Set the color of the tile's main color."),
|
||||
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Set the color of the pipes' outline."),
|
||||
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Set the color of the pipes' shading."),
|
||||
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Set the color of the pipes."),
|
||||
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyer belt."),
|
||||
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Set the conveyor's trim color."),
|
||||
}
|
||||
},
|
||||
|
||||
|
|
|
|||
|
|
@ -33,8 +33,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
|
||||
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
|
||||
new Param("bop", true, "Bop", "Toggle if Boss should bop for the duration of this event."),
|
||||
new Param("bossBop", false, "Bop (Auto)", "Toggle if Boss should automatically bop until another Bop event is reached."),
|
||||
},
|
||||
resizable = true,
|
||||
priority = 1,
|
||||
|
|
@ -54,7 +54,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
priority = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bacon", false, "Bacon Ball", "Throw a bacon ball instead of the typical meat"),
|
||||
new Param("bacon", false, "Bacon Ball", "Toggle if a bacon ball should be thrown instead of the typical dark meat"),
|
||||
}.Concat(reactionParams).ToList(), // doing this because i want these params to always be the same
|
||||
},
|
||||
new GameAction("StartInterval", "Start Interval")
|
||||
|
|
@ -68,7 +68,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("auto", true, "Auto Pass Turn")
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
},
|
||||
preFunctionLength = 1
|
||||
},
|
||||
|
|
@ -92,8 +92,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
MeatGrinder.instance.DoExpressions(e["tackExpression"], e["bossExpression"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("tackExpression", MeatGrinder.TackExpressions.Content, "Tack Expression", "The expression Tack will display"),
|
||||
new Param("bossExpression", MeatGrinder.BossExpressions.None, "Boss Expression", "The expression Boss will display"),
|
||||
new Param("tackExpression", MeatGrinder.TackExpressions.Content, "Tack", "Set the expression Tack will display."),
|
||||
new Param("bossExpression", MeatGrinder.BossExpressions.None, "Boss", "Set the expression Boss will display."),
|
||||
}
|
||||
},
|
||||
new GameAction("cartGuy", "Cart Guy")
|
||||
|
|
@ -105,9 +105,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
defaultLength = 16,
|
||||
parameters = new List<Param>() {
|
||||
new Param("spider", false, "On Phone", "Put a spider in the box?"),
|
||||
new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "The direction the cart will be carted to."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the cart use?"),
|
||||
new Param("spider", false, "On Phone", "Toggle if Cart Guy should be on his phone."),
|
||||
new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "Set the direction the cart will be moved to."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
}
|
||||
},
|
||||
new GameAction("gears", "Gears")
|
||||
|
|
@ -119,8 +119,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
defaultLength = 1,
|
||||
parameters = new List<Param>() {
|
||||
new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "How fast will the gears go?"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the gears speed up/slow down with?"),
|
||||
new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "Set the speed of the gears."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action"),
|
||||
}
|
||||
},
|
||||
},
|
||||
|
|
@ -159,7 +159,8 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public int expression;
|
||||
public double beat;
|
||||
public Reaction(int expression, double beat) {
|
||||
public Reaction(int expression, double beat)
|
||||
{
|
||||
this.expression = expression;
|
||||
this.beat = beat;
|
||||
}
|
||||
|
|
@ -177,7 +178,7 @@ namespace HeavenStudio.Games
|
|||
public Animator TackAnim;
|
||||
[SerializeField] Animator CartGuyParentAnim;
|
||||
[SerializeField] Animator CartGuyAnim;
|
||||
|
||||
|
||||
[Header("Variables")]
|
||||
private bool bossBop = true;
|
||||
public bool bossAnnoyed = false;
|
||||
|
|
@ -260,7 +261,7 @@ namespace HeavenStudio.Games
|
|||
float normalizedBeat = cond.GetPositionFromBeat(gearEase.beat, gearEase.length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(gearEase.ease);
|
||||
currentGearSpeed = func(oldGearSpeed, newGearSpeed, normalizedBeat);
|
||||
if (normalizedBeat >= 1) cartEase.length = 0;
|
||||
if (normalizedBeat >= 1) gearEase.length = 0;
|
||||
}
|
||||
|
||||
if (cartEase.length != 0)
|
||||
|
|
@ -274,18 +275,25 @@ namespace HeavenStudio.Games
|
|||
|
||||
CartGuyParentAnim.gameObject.SetActive(cartEase.length != 0);
|
||||
|
||||
if (cond.isPlaying && !cond.isPaused) {
|
||||
foreach (Transform gear in Gears) {
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
foreach (Transform gear in Gears)
|
||||
{
|
||||
double newZ = Time.deltaTime * currentGearSpeed * 50 * (gear.name == "Big" ? -1 : 1) / cond.pitchedSecPerBeat;
|
||||
gear.Rotate(new Vector3(0, 0, (float)newZ));
|
||||
}
|
||||
}
|
||||
|
||||
if (cond.isPlaying) {
|
||||
|
||||
if (cond.isPlaying)
|
||||
{
|
||||
MeatSplash.Play();
|
||||
} else if (cond.isPaused) {
|
||||
}
|
||||
else if (cond.isPaused)
|
||||
{
|
||||
MeatSplash.Pause();
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
MeatSplash.Stop();
|
||||
}
|
||||
}
|
||||
|
|
@ -297,11 +305,15 @@ namespace HeavenStudio.Games
|
|||
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
|
||||
}
|
||||
|
||||
if (CartGuyParentAnim.gameObject.activeSelf) {
|
||||
Debug.Log(cartPhone ? "PhoneBop" : "Bop");
|
||||
if (cartPhone) {
|
||||
if (CartGuyParentAnim.gameObject.activeSelf)
|
||||
{
|
||||
// Debug.Log(cartPhone ? "PhoneBop" : "Bop");
|
||||
if (cartPhone)
|
||||
{
|
||||
CartGuyAnim.DoScaledAnimationAsync("PhoneBop", 0.5f);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
CartGuyAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
}
|
||||
|
|
@ -326,15 +338,18 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
List<RiqEntity> allEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == "meatGrinder");
|
||||
RiqEntity cg = allEntities.Find(c => c.datamodel == "meatGrinder/cartGuy");
|
||||
if (cg != null) {
|
||||
if (cg != null)
|
||||
{
|
||||
CartGuy(cg.beat, cg.length, cg["spider"], cg["direction"], cg["ease"]);
|
||||
}
|
||||
RiqEntity gr = allEntities.Find(c => c.datamodel == "meatGrinder/gears");
|
||||
if (gr != null) {
|
||||
if (gr != null)
|
||||
{
|
||||
ChangeGears(gr.beat, gr.length, gr["ease"], gr["speed"]);
|
||||
}
|
||||
List<RiqEntity> meats = allEntities.FindAll(c => c.datamodel == "meatGrinder/MeatToss" && beat > c.beat && beat < c.beat + 1);
|
||||
foreach (var meat in meats) {
|
||||
foreach (var meat in meats)
|
||||
{
|
||||
MeatToss(meat.beat, meat["bacon"], meat["tackReaction"], meat["tackReactionBeats"], meat["bossReaction"], meat["bossReactionBeats"]);
|
||||
}
|
||||
}
|
||||
|
|
@ -352,8 +367,10 @@ namespace HeavenStudio.Games
|
|||
var actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate {
|
||||
if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal")) {
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal"))
|
||||
{
|
||||
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
|
||||
}
|
||||
}));
|
||||
|
|
@ -364,11 +381,13 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void DoExpressions(int tackExpression, int bossExpression = 0)
|
||||
{
|
||||
if (tackExpression != (int)TackExpressions.None) {
|
||||
if (tackExpression != (int)TackExpressions.None)
|
||||
{
|
||||
string tackAnim = ((TackExpressions)tackExpression).ToString();
|
||||
TackAnim.DoScaledAnimationAsync("Tack" + tackAnim, 0.5f);
|
||||
}
|
||||
if (bossExpression != (int)BossExpressions.None) {
|
||||
if (bossExpression != (int)BossExpressions.None)
|
||||
{
|
||||
string bossAnim = ((BossExpressions)bossExpression).ToString();
|
||||
BossAnim.DoScaledAnimationAsync("Boss" + bossAnim, 0.5f);
|
||||
}
|
||||
|
|
@ -376,21 +395,24 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void CartGuy(double beat, float length, bool spider, int direction, int ease)
|
||||
{
|
||||
cartEase = new() {
|
||||
cartPhone = spider;
|
||||
cartDir = direction == 0 ? "Right" : "Left";
|
||||
if (cartPhone)
|
||||
{
|
||||
CartGuyAnim.Play("Phone", 0, 0);
|
||||
}
|
||||
cartEase = new()
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
ease = (Util.EasingFunction.Ease)ease,
|
||||
};
|
||||
cartPhone = spider;
|
||||
cartDir = direction == 0 ? "Right" : "Left";
|
||||
if (cartPhone) {
|
||||
CartGuyAnim.Play("Phone", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeGears(double beat, float length, int ease, float speed)
|
||||
{
|
||||
gearEase = new() {
|
||||
gearEase = new()
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
ease = (Util.EasingFunction.Ease)ease,
|
||||
|
|
@ -487,7 +509,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void PassTurn(double beat, double intervalBeat, float intervalLength, List<RiqEntity> allCallEvents = null)
|
||||
{
|
||||
if (allCallEvents == null) {
|
||||
if (allCallEvents == null)
|
||||
{
|
||||
allCallEvents = GetRelevantMeatCallsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
||||
allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -377,7 +377,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (pair.name == name)
|
||||
{
|
||||
Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
|
||||
// Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
|
||||
return pair.sequence.Play(startBeat);
|
||||
}
|
||||
}
|
||||
|
|
@ -446,7 +446,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (bopRegion.ContainsKey(e.beat))
|
||||
{
|
||||
Debug.Log("Two bops on the same beat, ignoring this one");
|
||||
// Debug.Log("Two bops on the same beat, ignoring this one");
|
||||
continue;
|
||||
}
|
||||
if (isBool)
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("forceOnbeat", false, "Mr. Downbeat", "Force Mr. Upbeat to step on the beat of the block instead of on the offbeat (only use this if you know what you're doing)"),
|
||||
new Param("forceOnbeat", false, "Mr. Downbeat", "Toggle if Mr. Upbeat should step on the beat of the block instead of on the offbeat. Only use this if you know what you're doing."),
|
||||
},
|
||||
preFunctionLength = 0.5f,
|
||||
defaultLength = 4f,
|
||||
|
|
@ -30,18 +30,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
preFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
|
||||
if (GameManager.instance.currentGame == "mrUpbeat") {
|
||||
MrUpbeat.instance.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
|
||||
} else {
|
||||
MrUpbeat.DingSfx(e.beat, e["toggle"], e["playDing"]);
|
||||
}
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Applause", "Plays an applause sound effect."),
|
||||
new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"),
|
||||
new Param("playDing", true, "Play Ding", "Should this block play a ding?"),
|
||||
new Param("toggle", false, "Applause", "Toggle if applause should be played."),
|
||||
new Param("stopBlipping", true, "Stop Blipping", "Toggle if the blipping should stop too."),
|
||||
new Param("playDing", true, "Play Ding", "Toggle if this block should play a ding?"),
|
||||
},
|
||||
preFunctionLength = 0.5f,
|
||||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
new GameAction("changeBG", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
|
|
@ -50,9 +54,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"),
|
||||
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade or the color that will be switched to if -instant- is ticked on"),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "Set the color at the start of the event."),
|
||||
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "Set the color at the start of the event."),
|
||||
new Param("toggle", false, "Instant", "Toggle if the background should jump to it's end state.")
|
||||
}
|
||||
},
|
||||
new GameAction("upbeatColors", "Upbeat Colors")
|
||||
|
|
@ -64,9 +68,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"),
|
||||
new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"),
|
||||
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"),
|
||||
new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Set the blip color."),
|
||||
new Param("setShadow", false, "Custom Shadow Color", "Toggle if Mr. Upbeat's shadow should be custom."),
|
||||
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "Set the shadow color."),
|
||||
}
|
||||
},
|
||||
new GameAction("blipEvents", "Blip Events")
|
||||
|
|
@ -78,10 +82,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
|
||||
new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"),
|
||||
new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"),
|
||||
new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"),
|
||||
new Param("letter", "", "Letter To Appear", "Set the letter to appear on the blip."),
|
||||
new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
|
||||
new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
|
||||
new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
|
||||
}
|
||||
},
|
||||
new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
|
||||
|
|
@ -92,7 +96,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("a", true, "A", "A"),
|
||||
new Param("a", true, "A", "Toggle if numbers should be preceded with \"A-\"."),
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
|
|
@ -102,7 +106,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
inactiveFunction = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"),
|
||||
new Param("number", MrUpbeat.Counts.One, "Type", "Set the number to say."),
|
||||
},
|
||||
},
|
||||
new GameAction("forceStepping", "Force Stepping")
|
||||
|
|
@ -173,6 +177,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
|
||||
|
||||
if (beat >= startBlippingBeat) {
|
||||
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
|
|
@ -182,7 +188,6 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
// init background color/blip color stuff by getting the last of each of those blocks
|
||||
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
|
||||
var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
|
||||
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
|
||||
|
||||
|
|
@ -205,57 +210,76 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused) {
|
||||
if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) {
|
||||
var songPos = cond.songPositionInBeatsAsDouble;
|
||||
|
||||
if (songPos >= startSteppingBeat - 2) {
|
||||
man.canStep = true;
|
||||
}
|
||||
|
||||
if (songPos >= startSteppingBeat) {
|
||||
RecursiveStepping(startSteppingBeat);
|
||||
startSteppingBeat = double.MaxValue;
|
||||
}
|
||||
|
||||
if (cond.songPositionInBeats >= startBlippingBeat) {
|
||||
if (songPos >= startBlippingBeat) {
|
||||
man.RecursiveBlipping(startBlippingBeat);
|
||||
startBlippingBeat = double.MaxValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
|
||||
public void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat - 0.5, delegate {
|
||||
instance.stopStepping = true;
|
||||
if (stopBlipping) instance.stopBlipping = true;
|
||||
stopStepping = true;
|
||||
if (stopBlipping) this.stopBlipping = true;
|
||||
}),
|
||||
new BeatAction.Action(beat, delegate {
|
||||
man.canStep = false;
|
||||
}),
|
||||
new BeatAction.Action(beat + 0.5, delegate {
|
||||
instance.stopStepping = false;
|
||||
stopStepping = false;
|
||||
}),
|
||||
});
|
||||
DingSfx(beat, applause, playDing);
|
||||
}
|
||||
|
||||
public static void DingSfx(double beat, bool applause, bool playDing)
|
||||
{
|
||||
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
|
||||
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
|
||||
}
|
||||
|
||||
public static void PrePrepare(double beat, float length, bool forceOffbeat)
|
||||
public static void PrePrepare(double beat, float length, bool mrDownbeat)
|
||||
{
|
||||
bool isGame = GameManager.instance.currentGame == "mrUpbeat";
|
||||
if (forceOffbeat) {
|
||||
startBlippingBeat = beat;
|
||||
startSteppingBeat = beat + length - 0.5f;
|
||||
if (!isGame) Blipping(beat, length);
|
||||
} else {
|
||||
startBlippingBeat = Mathf.Floor((float)beat) + 0.5;
|
||||
startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length);
|
||||
if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length);
|
||||
if (!mrDownbeat) {
|
||||
beat = Mathf.Floor((float)beat) + 0.5;
|
||||
length = Mathf.Round(length);
|
||||
}
|
||||
startBlippingBeat = beat;
|
||||
startSteppingBeat = beat + length - 0.5f;
|
||||
if (!isGame) Blipping(beat, length);
|
||||
}
|
||||
|
||||
private void ScheduleStep(double beat)
|
||||
{
|
||||
PlayerActionEvent input = ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
|
||||
input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly();
|
||||
}
|
||||
|
||||
private void RecursiveStepping(double beat)
|
||||
{
|
||||
if (stopStepping) {
|
||||
|
||||
stopStepping = false;
|
||||
return;
|
||||
}
|
||||
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
||||
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
||||
ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
|
||||
ScheduleStep(beat);
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {
|
||||
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
|
||||
});
|
||||
|
|
@ -267,7 +291,7 @@ namespace HeavenStudio.Games
|
|||
var actions = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
ScheduleInput(beat + i, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
|
||||
ScheduleStep(beat);
|
||||
actions.Add(new BeatAction.Action(beat + i, delegate {
|
||||
string dir = (stepIterate % 2 == 1) ? "Right" : "Left";
|
||||
metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||
|
|
@ -283,7 +307,7 @@ namespace HeavenStudio.Games
|
|||
RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat");
|
||||
if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
|
||||
|
||||
List<MultiSound.Sound> inactiveBlips = new List<MultiSound.Sound>();
|
||||
List<MultiSound.Sound> inactiveBlips = new();
|
||||
for (int i = 0; i < gameSwitch.beat - beat; i++) {
|
||||
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
|
||||
}
|
||||
|
|
@ -294,7 +318,7 @@ namespace HeavenStudio.Games
|
|||
public void Success(PlayerActionEvent caller, float state)
|
||||
{
|
||||
man.Step();
|
||||
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
|
||||
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
|
|
|
|||
|
|
@ -11,6 +11,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|||
[Header("References")]
|
||||
[SerializeField] Animator anim;
|
||||
[SerializeField] Animator blipAnim;
|
||||
[SerializeField] Transform antennaLight;
|
||||
[SerializeField] GameObject[] shadows;
|
||||
[SerializeField] TMP_Text blipText;
|
||||
|
||||
|
|
@ -18,19 +19,24 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|||
public bool shouldGrow;
|
||||
public bool shouldBlip = true;
|
||||
public string blipString = "M";
|
||||
public bool canStep = false; // just disabled when you normally couldn't step, which is anything less than 2 beats before you would start stepping and any time after the Ding!
|
||||
public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever
|
||||
|
||||
static MrUpbeat game;
|
||||
private static MrUpbeat game;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
game = MrUpbeat.instance;
|
||||
|
||||
canStep = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
void Update()
|
||||
{
|
||||
blipText.transform.localScale = Vector3.one;
|
||||
|
||||
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)) {
|
||||
blipText.transform.localPosition = new Vector3(antennaLight.position.x, antennaLight.position.y + 0.7f);
|
||||
|
||||
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)
|
||||
&& canStep && canStepFromAnim) {
|
||||
Step(true);
|
||||
}
|
||||
}
|
||||
|
|
@ -42,27 +48,29 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|||
return;
|
||||
}
|
||||
if (shouldBlip) {
|
||||
Blipping(beat);
|
||||
Blipping();
|
||||
}
|
||||
BeatAction.New(this, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
|
||||
});
|
||||
}
|
||||
|
||||
public void Blipping(double beat)
|
||||
public void Blipping()
|
||||
{
|
||||
SoundByte.PlayOneShotGame("mrUpbeat/blip");
|
||||
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
|
||||
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
|
||||
blipAnim.Play("Blip" + (blipSize + 1), 0, 0);
|
||||
blipText.gameObject.SetActive(blipSize >= 4);
|
||||
|
||||
blipText.text = blipString != "" ? blipString : "";
|
||||
if (shouldGrow && blipSize < 4) blipSize++;
|
||||
}
|
||||
|
||||
public void Step(bool isInput = false)
|
||||
{
|
||||
if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
|
||||
shadows[0].SetActive(IsMirrored());
|
||||
shadows[1].SetActive(!IsMirrored());
|
||||
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
|
||||
if (isInput || FacingCorrectly()) {
|
||||
shadows[0].SetActive(transform.localScale.x < 0);
|
||||
shadows[1].SetActive(transform.localScale.x > 0);
|
||||
Flip();
|
||||
}
|
||||
|
||||
anim.DoScaledAnimationAsync("Step", 0.5f);
|
||||
|
|
@ -71,16 +79,25 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|||
|
||||
public void Fall()
|
||||
{
|
||||
anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
|
||||
anim.DoScaledAnimationAsync(FacingCorrectly() ? "FallR" : "FallL", 1f);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
shadows[0].SetActive(false);
|
||||
shadows[1].SetActive(false);
|
||||
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
|
||||
Flip();
|
||||
}
|
||||
|
||||
bool IsMirrored()
|
||||
void Flip() {
|
||||
var scale = transform.localScale;
|
||||
transform.localScale = new Vector3(-scale.x, scale.y, scale.z);
|
||||
}
|
||||
|
||||
|
||||
public bool FacingCorrectly() => (game.stepIterate % 2 == 0) == (transform.localScale.x < 0);
|
||||
|
||||
// animation event
|
||||
public void ToggleStepping(int canStep) // why do unity animation events not support booleans??? this is a 1 for true or 0 for false
|
||||
{
|
||||
return transform.localScale != Vector3.one;
|
||||
canStepFromAnim = canStep == 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Monk Bops?", "Does the monk bop?"),
|
||||
new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"),
|
||||
new Param("bop", true, "Bop", "Toggle if Munchy Monk should bop for the duration of this event."),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Toggle if Munchy Monk should automatically bop until another Bop event is reached."),
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
|
@ -36,8 +36,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"),
|
||||
new Param("goToSide", MunchyMonk.WhichSide.Right, "Side", "Choose the side that Munchy Monk will move to."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
},
|
||||
},
|
||||
new GameAction("One", "One")
|
||||
|
|
@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
|
||||
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Set the color of the dumpling.")
|
||||
},
|
||||
},
|
||||
new GameAction("TwoTwo", "Two Two")
|
||||
|
|
@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
|
||||
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
|
||||
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Set the color of the first dumpling."),
|
||||
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."),
|
||||
},
|
||||
preFunctionLength = 0.5f,
|
||||
preFunction = delegate {
|
||||
|
|
@ -83,9 +83,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
|
||||
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
|
||||
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"),
|
||||
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Set the color of the first dumpling."),
|
||||
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."),
|
||||
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Set the color of the third dumpling."),
|
||||
},
|
||||
},
|
||||
new GameAction("Modifiers", "Modifiers")
|
||||
|
|
@ -97,11 +97,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"),
|
||||
new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"),
|
||||
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"),
|
||||
new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"),
|
||||
new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"),
|
||||
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "Moustache Growth Requirement", "Set how many dumplings Munchy Monk needs to eat for his moustache to grow."),
|
||||
new Param("resetLevel", false, "Reset Hair Growth", "Toggle if the current amount of moustache growth should be reset."),
|
||||
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Instant Growth", "Set how much hair Munchy Monk should instantly grow at the start of this event."),
|
||||
new Param("disableBaby", false, "Disable Baby", "Toggle if the baby should appear or not."),
|
||||
new Param("shouldBlush", true, "Blush", "Toggle if Munchy Monk should blush after eating a dumpling."),
|
||||
},
|
||||
},
|
||||
new GameAction("MonkAnimation", "Monk Animations")
|
||||
|
|
@ -116,8 +116,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
|
||||
new Param("vineBoom", false, "Vine Boom", "Just guess with this one."),
|
||||
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Animation", "Set the animation to play."),
|
||||
new Param("vineBoom", false, "Vine Boom", "Toggle if a certain sound effect should play."),
|
||||
}
|
||||
},
|
||||
new GameAction("ScrollBackground", "Scroll Background")
|
||||
|
|
@ -130,8 +130,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
|
||||
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Speed", "Set the speed that the background should scroll."),
|
||||
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
}
|
||||
},
|
||||
new GameAction("CloudMonkey", "Cloud Monkey")
|
||||
|
|
@ -142,8 +142,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", true, "Start Moving", "Start moving the monkey"),
|
||||
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
|
||||
new Param("start", true, "Start", "Toggle if the monkey should start moving."),
|
||||
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "Set the direction that the monkey will move."),
|
||||
},
|
||||
defaultLength = 8f,
|
||||
resizable = true,
|
||||
|
|
|
|||
|
|
@ -20,9 +20,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Plays a specific bop type"),
|
||||
new Param("singleBop", true, "Single Bop", "Plays one bop"),
|
||||
new Param("keepBop", false, "Keep Bopping", "Keeps playing the specified 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("keepBop", false, "Bop (Auto)", "Toggle if the octopodes should automatically bop until another Bop event is reached."),
|
||||
new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Set the type of bop."),
|
||||
},
|
||||
},
|
||||
new GameAction("startInterval", "Start Interval")
|
||||
|
|
@ -42,11 +42,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
resizable = true,
|
||||
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("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,
|
||||
preFunction = delegate {
|
||||
|
|
@ -80,14 +80,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."),
|
||||
new Param("autoBop", true, "Hit/Miss Bop", "Plays a 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("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", "Toggle if the octopodes should bop depending on if you hit or missed the cues."),
|
||||
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("hitText", "Good!", "Hit Text", "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("hitText", "Good!", "Hit Text", "Set the text to display if you hit 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")
|
||||
|
|
@ -106,24 +106,24 @@ namespace HeavenStudio.Games.Loaders
|
|||
OctopusMachine.instance.BubbleToggle(e["isInstant"], e["setActive"], e["particleStrength"], e["particleSpeed"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("isInstant", true, "Instant", "Will the bubbles disappear appear?"),
|
||||
new Param("setActive", OctopusMachine.Actives.Activate, "Activate or Deactivate", "Will the bubbles disappear or appear?", new List<Param.CollapseParam>()
|
||||
new Param("isInstant", true, "Instant", "Toggle if the particles should start or stop instantly."),
|
||||
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("particleStrength", new EntityTypes.Float(0, 25, 3), "Bubble Intensity", "The amount of bubbles"),
|
||||
new Param("particleSpeed", new EntityTypes.Float(0, 25, 5), "Bubble Speed", "The speed of the 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), "Speed", "Set the speed of the bubbles."),
|
||||
},
|
||||
},
|
||||
new GameAction("changeText", "Change Text")
|
||||
new GameAction("changeText", "Text")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
OctopusMachine.instance.ChangeText(e["text"], e["youText"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
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("text", "Do what the others do.", "Text", "Set the text on the screen."),
|
||||
new Param("youText", "You", "Player Text", "Set the text that points to the player."),
|
||||
},
|
||||
},
|
||||
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"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("color1", new Color(1f, 0.87f, 0.24f), "Background Start Color", "Set the beginning background color"),
|
||||
new Param("color2", new Color(1f, 0.87f, 0.24f), "Background End Color", "Set the end background color"),
|
||||
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("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed"),
|
||||
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), "End BG Color", "Set the color at the end of the event."),
|
||||
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("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
},
|
||||
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"]);
|
||||
},
|
||||
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("oct1x", new EntityTypes.Float(-10, 10, -4.64f), "X Octopus 1", "Change Octopus 1's X"),
|
||||
new Param("oct1y", new EntityTypes.Float(-10, 10, 2.5f), "Y Octopus 1", "Change Octopus 1's Y"),
|
||||
new Param("oct2", true, "Show Octopus 2", "Should the second octopus be enabled?", new List<Param.CollapseParam>()
|
||||
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", "Set the position on the Y axis of octopus 1."),
|
||||
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("oct2x", new EntityTypes.Float(-10, 10, -0.637f), "X Octopus 2", "Change Octopus 2's X"),
|
||||
new Param("oct2y", new EntityTypes.Float(-10, 10, 0f), "Y Octopus 2", "Change Octopus 2's Y"),
|
||||
new Param("oct3", true, "Show Octopus 3", "Should the third octopus be enabled?", new List<Param.CollapseParam>()
|
||||
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", "Set the position on the Y axis of octopus 2."),
|
||||
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("oct3x", new EntityTypes.Float(-10, 10, 3.363f), "X Octopus 3", "Change Octopus 3's X"),
|
||||
new Param("oct3y", new EntityTypes.Float(-10, 10, -2.5f), "Y Octopus 3", "Change Octopus 3's Y"),
|
||||
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", "Set the position on the Y axis of octopus 3."),
|
||||
},
|
||||
defaultLength = 0.5f,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -23,8 +23,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"),
|
||||
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"),
|
||||
new Param("bop", true, "Bop", "Toggle if Mako and the monkeys should bop for the duration of this event."),
|
||||
new Param("autoBop", false, "Bop (Auto)", "Toggle if Mako and the monkeys should automatically bop until another Bop event is reached."),
|
||||
},
|
||||
resizable = true,
|
||||
},
|
||||
|
|
@ -48,8 +48,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 8f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
|
||||
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
|
||||
new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
|
||||
new Param("toggle", false, "Alternate Animation", "Toggle if Mako should sleep using an alternate \"stretching\" animation.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
|
||||
},
|
||||
|
|
@ -60,7 +60,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnThrowSequence(e.beat, e["high"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("high", false, "Change Costumes", "Change character costumes"),
|
||||
new Param("high", false, "Change Costumes", "Toggle if the character costumes should change on a successful throw."),
|
||||
},
|
||||
},
|
||||
new GameAction("open background", "Open / Close Background")
|
||||
|
|
@ -70,7 +70,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("instant", false, "Instant", "Instantly open / close the background"),
|
||||
new Param("instant", false, "Instant", "Toggle if the background should be instantly opened or closed."),
|
||||
},
|
||||
},
|
||||
new GameAction("dream boats", "Background Boats")
|
||||
|
|
@ -84,7 +84,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Change Costumes", "Enable / disable costumes"),
|
||||
new Param("toggle", true, "Change Costumes", "Toggle if the character costumes should change."),
|
||||
},
|
||||
priority = 5,
|
||||
},
|
||||
|
|
@ -96,7 +96,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
|
||||
new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
|
||||
},
|
||||
priority = 5,
|
||||
},
|
||||
|
|
|
|||
|
|
@ -22,14 +22,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("auto", true, "Auto Pass Turn", "", new List<Param.CollapseParam>()
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "sound", "con", "visual", "audio" })
|
||||
}),
|
||||
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
|
||||
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
||||
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
||||
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
|
||||
new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
|
||||
new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."),
|
||||
new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
|
||||
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
|
||||
}
|
||||
},
|
||||
new GameAction("prepare", "Prepare Host Hands")
|
||||
|
|
@ -48,10 +48,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."),
|
||||
new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "The maximum number of presses this block will do."),
|
||||
new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?"),
|
||||
new Param("con", true, "Consecutive Presses", "Will the presses be consecutive? As in if the first press doesn't trigger, the ones proceeding will not either.")
|
||||
new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "Set the minimum number of presses this event will do."),
|
||||
new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "Set the maximum number of presses this event will do."),
|
||||
new Param("random", QuizShow.WhichButtonRandom.Random, "Buttons", "Set the buttons to be pressed randomly."),
|
||||
new Param("con", true, "Consecutive Presses", "Toggle if the presses will be consecutive? This means that if the first press doesn't trigger, the ones proceeding will not either.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
|
@ -60,10 +60,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {var e = eventCaller.currentEntity; QuizShow.PrePassTurn(e.beat, e["sound"], e["con"], e["visual"], e["audio"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
|
||||
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
|
||||
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
|
||||
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
|
||||
new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
|
||||
new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."),
|
||||
new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
|
||||
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
|
||||
},
|
||||
resizable = true
|
||||
},
|
||||
|
|
@ -78,18 +78,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.AnswerReaction(e["audience"], e["jingle"], e["reveal"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("audience", true, "Audience", "Should the audience make a sound?"),
|
||||
new Param("jingle", false, "Jingle", "Should the quiz show jingle play?"),
|
||||
new Param("reveal", false, "Reveal Answer (Instant)", "Should the answer be revealed when this block starts?")
|
||||
new Param("audience", true, "Audience Reaction", "Toggle if there should be an audience reaction.."),
|
||||
new Param("jingle", false, "Jingle", "Toggle if the quiz show jingle should."),
|
||||
new Param("reveal", false, "Instant", "Toggle if the answer should be revealed insantly when this event starts.")
|
||||
}
|
||||
},
|
||||
new GameAction("changeStage", "Change Expression Stage")
|
||||
new GameAction("changeStage", "Change Expression")
|
||||
{
|
||||
function = delegate {QuizShow.instance.ChangeStage(eventCaller.currentEntity["value"]);},
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("value", QuizShow.HeadStage.Stage1, "Stage", "What's the current stage of the expressions?")
|
||||
new Param("value", QuizShow.HeadStage.Stage1, "Stage", "Set the current stage of the expressions.")
|
||||
}
|
||||
},
|
||||
new GameAction("countMod", "Count Modifier")
|
||||
|
|
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("value", true, "Should Reset Count?", "Will the contestant's counter reset to 0 each time it hits 100 instead of exploding?")
|
||||
new Param("value", true, "Auto Reset Count", "Toggle if the contestant's counter will reset to 0 each time it hits 100 instead of exploding.")
|
||||
}
|
||||
},
|
||||
new GameAction("forceExplode", "Force Explode")
|
||||
|
|
@ -107,7 +107,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("value", QuizShow.ShouldExplode.Contestant, "What To Explode", "What will explode?")
|
||||
new Param("value", QuizShow.ShouldExplode.Contestant, "Target", "Set the object to explode.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -23,8 +23,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop", true, "Bop", "Will the paddlers bop?"),
|
||||
new Param("bopAuto", false, "Bop (Auto)", "Will the paddlers auto bop?")
|
||||
new Param("bop", true, "Bop", "Toggle if the paddlers should bop for the duration of this event."),
|
||||
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the paddlers should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("whistle", "Whistle")
|
||||
|
|
@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 6f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
|
||||
new Param("muteAudio", false, "Mute Cowbell", "Toggle if the cowbell \"tonk-tink-tonk\" sound should be muted.")
|
||||
}
|
||||
},
|
||||
new GameAction("superfast rally", "Superfast Rally")
|
||||
|
|
@ -65,7 +65,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 12f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("muteAudio", false, "Mute Cowbell", "Whether the cowbell sound should play or not.")
|
||||
new Param("muteAudio", false, "Mute Cowbell", "Toggle if the cowbell \"tonk-tink-tonk\" sound should be muted.")
|
||||
}
|
||||
},
|
||||
new GameAction("tonktinktonk", "Tonk-Tink-Tonk (Stretchable)")
|
||||
|
|
@ -95,10 +95,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4,
|
||||
resizable = true,
|
||||
parameters = new List<Param>() {
|
||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle", "The rotation of the camera around the center of the table"),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "The camera's level of zoom (Lower value = Zoomed in)"),
|
||||
new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use"),
|
||||
new Param("additive", true, "Additive Rotation", "Add to current angle instead of setting target angle")
|
||||
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Rotation", "Set the rotation of the camera around the center of the table."),
|
||||
new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom", "Set the camera's level of zoom."),
|
||||
new Param("type", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
new Param("additive", true, "Additive Rotation", "Toggle if the above rotation should be added to the current angle instead of setting the target angle to travel to.")
|
||||
}
|
||||
},
|
||||
// todo: background recolouring
|
||||
|
|
|
|||
|
|
@ -12,6 +12,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle2", true, "Bop", "Toggle if Boss should bop for the duration of this event."),
|
||||
new Param("toggle", false, "Bop (Auto)", "Toggle if the man should automatically bop until another Bop event is reached.")
|
||||
}
|
||||
},
|
||||
new GameAction("crane (far)", "Far Crane")
|
||||
{
|
||||
function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
|
||||
|
|
@ -34,16 +44,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
new GameAction("slurp", "Slurp")
|
||||
{
|
||||
function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle2", true, "Bop", "Should the somen man bop?"),
|
||||
new Param("toggle", false, "Bop (Auto)", "Should the somen man bop automatically?")
|
||||
}
|
||||
}
|
||||
},
|
||||
new List<string>() { "pco", "normal" },
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("auto", true, "Auto Pass Turn", "Will the turn automatically be passed at the end of this event?")
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
}
|
||||
},
|
||||
new GameAction("short hair", "Short Hair")
|
||||
|
|
@ -48,10 +48,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
|
||||
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
|
||||
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato"),
|
||||
new Param("instant", false, "Instant", "Instantly change vegetable?")
|
||||
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "Set the vegetable to switch to."),
|
||||
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "Set the color of the onion."),
|
||||
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "Set the color of the potato."),
|
||||
new Param("instant", false, "Instant", "Toggle if the vegetable should skip the moving animation and instantly swap.")
|
||||
},
|
||||
priority = 3
|
||||
},
|
||||
|
|
@ -62,10 +62,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", RhythmTweezers.NoPeekSignType.Full, "Sign Type", "Which sign will be used?")
|
||||
new Param("type", RhythmTweezers.NoPeekSignType.Full, "Side", "Set the side for the sign to appear on.")
|
||||
}
|
||||
},
|
||||
new GameAction("fade background color", "Background Color")
|
||||
new GameAction("fade background color", "Background Appearance")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
|
|
@ -75,9 +75,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
new GameAction("altSmile", "Use Alt Smile")
|
||||
|
|
@ -274,6 +274,11 @@ namespace HeavenStudio.Games
|
|||
public override void OnPlay(double beat)
|
||||
{
|
||||
crHandlerInstance = null;
|
||||
foreach (var evt in scheduledInputs)
|
||||
{
|
||||
evt.Disable();
|
||||
}
|
||||
queuedIntervals.Clear();
|
||||
PersistBlocks(beat);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -15,13 +15,23 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
return new Minigame("ringside", "Ringside", "6bdfe7", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("toggleBop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleBop(e.beat, e.length, e["bop2"], e["bop"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop2", true, "Bop", "Toggle if the wrestler should bop for the duration of this event."),
|
||||
new Param("bop", false, "Bop (Auto)", "Toggle if the wrestler should automatically bop until another Bop event is reached."),
|
||||
},
|
||||
resizable = true,
|
||||
},
|
||||
new GameAction("question", "Question")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Ringside.instance.Question(e.beat, e["alt"], e["variant"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("alt", false, "Alt", "Whether the alt voice line should be used or not."),
|
||||
new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Which variant of the cue do you wish to play.")
|
||||
new Param("alt", false, "Alternate Voice Line", "Toggle if the reporter should use an alternate voice line."),
|
||||
new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Choose the variant of the cue.")
|
||||
},
|
||||
defaultLength = 4f
|
||||
},
|
||||
|
|
@ -30,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate {var e = eventCaller.currentEntity; Ringside.instance.BigGuy(e.beat, e["variant"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Which variant of the cue do you wish to play.")
|
||||
new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Choose the variant of the cue.")
|
||||
},
|
||||
defaultLength = 4f
|
||||
},
|
||||
|
|
@ -39,30 +49,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {var e = eventCaller.currentEntity; Ringside.PoseForTheFans(e.beat, e["and"], e["variant"], e["keepZoomedOut"], e["newspaperBeats"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("and", false, "And", "Whether the And voice line should be said or not."),
|
||||
new Param("variant", Ringside.PoseForTheFansVariant.Random, "Variant", "Which variant of the cue do you wish to play."),
|
||||
new Param("keepZoomedOut", false, "Keep Zoomed Out", "Whether the camera should keep being zoomed out after the event has completed."),
|
||||
new Param("newspaperBeats", new EntityTypes.Float(0, 80, 0), "Newspaper Beats", "How many beats should the newspaper stay for?"),
|
||||
new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Camera Ease", "What ease should the camera use?"),
|
||||
new Param("and", false, "And", "Toggle if the camera crew should say \"And\" before saying the rest of the cue."),
|
||||
new Param("variant", Ringside.PoseForTheFansVariant.Random, "Variant", "Choose the variant of the cue."),
|
||||
new Param("keepZoomedOut", false, "Stay Zoomed Out", "Toggle if the camera should stay zoomed out after the event."),
|
||||
new Param("newspaperBeats", new EntityTypes.Float(0, 80, 0), "Newspaper Beats", "Set how many beats the newspaper should be visible for."),
|
||||
new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action."),
|
||||
},
|
||||
defaultLength = 4f
|
||||
},
|
||||
new GameAction("toggleBop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleBop(e.beat, e.length, e["bop2"], e["bop"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bop2", true, "Bop?", "Whether the wrestler should bop or not."),
|
||||
new Param("bop", false, "Bop? (Auto)", "Whether the wrestler should bop automatically or not."),
|
||||
},
|
||||
resizable = true,
|
||||
},
|
||||
new GameAction("toggleSweat", "Toggle Sweat")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleSweat(e["sweat"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("sweat", false, "Sweat?", "Whether the wrestler should sweat or not."),
|
||||
new Param("sweat", false, "Sweat", "Toggle if the wrestler should sweat."),
|
||||
},
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
|
|
@ -72,8 +72,8 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate {if (Ringside.instance == null) return; var e = eventCaller.currentEntity; Ringside.instance.PreQuestion(e.beat, e["variant"], e.length); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("alt", false, "Alt", "Whether the alt voice line should be used or not."),
|
||||
new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Which variant of the cue do you wish to play.")
|
||||
new Param("alt", false, "Alternate Voice Line", "Toggle if the reporter should use an alternate voice line."),
|
||||
new Param("variant", Ringside.QuestionVariant.Random, "Variant", "Choose the variant of the cue.")
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true
|
||||
|
|
|
|||
|
|
@ -23,9 +23,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PreInterval(e.beat, e.length, e["auto"], e["moveCamera"], e["movePass"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Should the camera move?"),
|
||||
new Param("movePass", true, "Move Camera (Pass Turn)", "Should the camera move at the auto pass turn?"),
|
||||
new Param("auto", true, "Auto Pass Turn")
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to JJ Rocker."),
|
||||
new Param("movePass", true, "Move Camera (Pass Turn)", "Toggle if the camera should move to Soshi if Auto Pass Turn is enabled."),
|
||||
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
|
||||
},
|
||||
},
|
||||
new GameAction("riff", "Riff")
|
||||
|
|
@ -34,25 +34,25 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("respond", true, "Respond", "Will this guitar riff have to be responded to?"),
|
||||
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
|
||||
new Param("respond", true, "Respond", "Toggle if this guitar riff will have to be responded to by Soshi (the player)."),
|
||||
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
},
|
||||
},
|
||||
new GameAction("bend", "Bend")
|
||||
|
|
@ -61,9 +61,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("respond", true, "Respond", "Will this guitar bend have to be responded to?"),
|
||||
new Param("1JJ", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (JJ)", "How many semitones up is the current riff gonna be pitchbended?"),
|
||||
new Param("1S", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (Soshi)", "How many semitones up is the current riff gonna be pitchbended?"),
|
||||
new Param("respond", true, "Respond", "Toggle if this guitar bend will have to be responded to by Soshi (the player)."),
|
||||
new Param("1JJ", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (JJ)", "Set how many semitones up the current riff will be pitchbent."),
|
||||
new Param("1S", new EntityTypes.Integer(-24, 24, 1), "Pitch Bend (Soshi)", "Set how many semitones up the current riff will be pitchbent."),
|
||||
},
|
||||
},
|
||||
new GameAction("prepare", "Prepare")
|
||||
|
|
@ -72,7 +72,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("who", Rockers.WhoMutes.JJ, "Who?", "Who will prepare? (Soshi is only affected by this event in auto-play.)")
|
||||
new Param("who", Rockers.WhoMutes.JJ, "Target", "Set who will prepare. Soshi is only affected by this event in auto-play.")
|
||||
}
|
||||
},
|
||||
new GameAction("unPrepare", "Unprepare")
|
||||
|
|
@ -81,7 +81,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("who", Rockers.WhoMutes.JJ, "Who?", "Who will unprepare? (Soshi is only affected by this event in auto-play.)")
|
||||
new Param("who", Rockers.WhoMutes.JJ, "Target", "Set who will unprepare. Soshi is only affected by this event in auto-play.")
|
||||
}
|
||||
},
|
||||
new GameAction("passTurn", "Pass Turn")
|
||||
|
|
@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PrePassTurn(e.beat, e["moveCamera"]); },
|
||||
parameters = new List<Param>
|
||||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to Soshi.")
|
||||
},
|
||||
preFunctionLength = 1
|
||||
},
|
||||
|
|
@ -124,23 +124,23 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 11,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Should the camera move?"),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "What sample to use for the 1st riff?"),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "What sample to use for the 2nd riff?"),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "What sample to use for the 3rd riff?"),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "What sample to use for the final riff?"),
|
||||
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "What sample to use for the 1st riff?"),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "What sample to use for the 2nd riff?"),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "What sample to use for the 3rd riff?"),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "What sample to use for the final riff?"),
|
||||
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "Set the sample to use for the 3rd riff."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "Set the sample to use for the final riff."),
|
||||
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "Set the sample to use for the 3rd riff."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "Set the sample to use for the final riff."),
|
||||
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
}
|
||||
},
|
||||
new GameAction("lastOne", "Last One!")
|
||||
|
|
@ -170,26 +170,26 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 7,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Should the camera move?"),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "What sample to use for the 1st riff?"),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "What sample to use for the 2nd riff?"),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "What sample to use for the final riff?"),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "What sample to use for the 1st riff?"),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "What sample to use for the 2nd riff?"),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "What sample to use for the final riff?"),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "Set the sample to use for the final riff."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "Set the sample to use for the final riff."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
}
|
||||
},
|
||||
new GameAction("count", "Count In")
|
||||
new GameAction("count", "Count")
|
||||
{
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("count", Rockers.CountIn.One, "Count", "Which voiceline?")
|
||||
new Param("count", Rockers.CountIn.One, "Type", "Set the number to be said.")
|
||||
},
|
||||
preFunction = delegate
|
||||
{
|
||||
|
|
@ -215,7 +215,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("cmon", true, "C'mon!", "Use the C'mon voiceline? If unchecked it uses the Last One voiceline."),
|
||||
new Param("cmon", true, "C'mon!", "Toggle if the \"C'mon!\" voiceline should be used. If unchecked, it uses the \"Last One!\" voiceline."),
|
||||
},
|
||||
preFunction = delegate
|
||||
{
|
||||
|
|
@ -229,10 +229,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("cmon", Rockers.VoiceLineSelection.Cmon, "Voiceline", "Which voiceline should be used?"),
|
||||
new Param("muteBeat", new EntityTypes.Integer(0, 30, 2), "Mute Beat", "How many beats from the start of this event will they prepare mute?"),
|
||||
new Param("middleBeat", new EntityTypes.Integer(0, 30, 2), "Go-to-middle Beat", "How many beats from the start of this event will they go to the middle?"),
|
||||
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
|
||||
new Param("cmon", Rockers.VoiceLineSelection.Cmon, "Voiceline", "Set the voiceline to be used."),
|
||||
new Param("muteBeat", new EntityTypes.Integer(0, 30, 2), "Mute Beat", "Set how many beats from the start of this event the rockers will prepare prepare."),
|
||||
new Param("middleBeat", new EntityTypes.Integer(0, 30, 2), "Go-to-middle Beat", "Set how many beats from the start of this event the rockers will go to the middle."),
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle.")
|
||||
}
|
||||
},
|
||||
new GameAction("riffTogether", "Custom Together Riff")
|
||||
|
|
@ -240,24 +240,24 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
|
||||
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
}
|
||||
},
|
||||
new GameAction("riffTogetherEnd", "Custom Together End Riff")
|
||||
|
|
@ -265,24 +265,24 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Use a premade sample?"),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Will JJ use the same guitar as in the glee club lessons?"),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "How many semitones up is this string pitched? If left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Use a premade sample?"),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Pitch up the sample by X amount of semitones?"),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
|
||||
new Param("1JJ", new EntityTypes.Integer(-1, 24, 0), "E2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2JJ", new EntityTypes.Integer(-1, 24, 0), "A2 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("3JJ", new EntityTypes.Integer(-1, 24, 0), "D3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("4JJ", new EntityTypes.Integer(-1, 24, 0), "G3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("3S", new EntityTypes.Integer(-1, 24, 0), "D3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("4S", new EntityTypes.Integer(-1, 24, 0), "G3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
}
|
||||
},
|
||||
},
|
||||
|
|
|
|||
|
|
@ -126,7 +126,7 @@ namespace HeavenStudio.Games.Scripts_Rockers
|
|||
float pitch = SoundByte.GetPitchFromSemiTones(pitches[i], true);
|
||||
float volume = GetVolumeBasedOnAmountOfStrings(pitches.Length);
|
||||
string soundName = "rockers/strings/" + (gleeClub ? "gleeClub/" : "normal/" + (i + 1));
|
||||
Debug.Log("Pitch: " + pitch + " Volume: " + volume + " Name: " + soundName);
|
||||
// Debug.Log("Pitch: " + pitch + " Volume: " + volume + " Name: " + soundName);
|
||||
stringSounds[i] = SoundByte.PlayOneShotGame(soundName, -1, pitch, volume, true);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -177,7 +177,6 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
|
||||
default: // object initial spawn, flying towards board
|
||||
flyPos = cond.GetPositionFromBeat(launchProg.startBeat, 3f);
|
||||
Debug.Log(flyPos);
|
||||
transform.position = currentCurve.GetPoint(Mathf.Clamp01(flyPos));
|
||||
if (flyPos >= 1)
|
||||
transform.rotation = Quaternion.identity;
|
||||
|
|
|
|||
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