HeavenStudio/Assets/Scripts/Games/FrogPrincess/FrogPrincess.cs
fu-majime dcc28e0af5 wip
2024-04-06 00:39:34 +09:00

60 lines
1.8 KiB
C#

using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class RvlFrogPrincessLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("frogPrincess", "Frog Princess", "ffffff", false, false, new List<GameAction>()
{
},
new List<string>() { "rvl", "keep" },
"rvlfrog", "en",
new List<string>() {},
chronologicalSortKey: 106
);
}
}
}
namespace HeavenStudio.Games
{
public class FrogPrincess : Minigame
{
public static FrogPrincess instance;
public void Awake()
{
instance = this;
}
}
}