finish conversions

This commit is contained in:
minenice55 2022-08-20 23:13:52 -04:00
parent 82f567f25e
commit 07663c4919
17 changed files with 451 additions and 156 deletions

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@ -16,26 +16,45 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("airRally", "Air Rally", "008c97", false, false, new List<GameAction>()
{
new GameAction("set distance", delegate { AirRally.instance.SetDistance(e.currentEntity.type); }, .5f, false, new List<Param>()
new GameAction("set distance", "Set Distance")
{
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}),
function = delegate { AirRally.instance.SetDistance(e.currentEntity.type); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}
},
//new GameAction("start rally", delegate { AirRally.instance.StartRally(true); }, .5f, false),
new GameAction("rally", delegate { AirRally.instance.Rally(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.length); }, 2f, true, new List<Param>()
{
new Param("toggle", false, "Silent", "Make Forthington Silent"),
}),
new GameAction("ba bum bum bum", delegate { AirRally.instance.BaBumBumBum(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.type); }, 7f, false, new List<Param>()
{
new Param("toggle", false, "Count", "Make Forthington Count"),
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}),
new GameAction("forthington voice lines", delegate { AirRally.instance.ForthVoice(e.currentEntity.type, e.currentEntity.type2); }, 1f, false, new List<Param>()
{
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}),
new GameAction("rally", "Rally")
{
function = delegate { AirRally.instance.Rally(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.length); },
defaultLength = 2f,
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", false, "Silent", "Make Forthington Silent"),
}
},
new GameAction("ba bum bum bum", "Ba Bum Bum Bum")
{
function = delegate { AirRally.instance.BaBumBumBum(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.type); },
defaultLength = 7f,
parameters = new List<Param>()
{
new Param("toggle", false, "Count", "Make Forthington Count"),
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}
},
new GameAction("forthington voice lines", "Forthington Voice Lines")
{
function = delegate { AirRally.instance.ForthVoice(e.currentEntity.type, e.currentEntity.type2); },
parameters = new List<Param>()
{
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
}
}
});
}
}

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@ -13,8 +13,16 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("blueBear", "Blue Bear", "B4E6F6", false, false, new List<GameAction>()
{
new GameAction("donut", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); }, 3, false),
new GameAction("cake", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, 4, false),
new GameAction("donut", "Donut")
{
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); },
defaultLength = 3,
},
new GameAction("cake", "Cake")
{
function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); },
defaultLength = 4,
},
});
}
}

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@ -15,11 +15,19 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("builtToScaleDS", "Built To Scale (DS)", "00BB00", true, false, new List<GameAction>()
{
new GameAction("spawn blocks", delegate { }, 1f, true),
new GameAction("play piano", delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); }, 1f, true, new List<Param>()
new GameAction("spawn blocks", "Spawn Blocks")
{
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
} ),
resizable = true
},
new GameAction("play piano", "Play Note")
{
function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); },
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")
}
},
});
}
}

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@ -12,18 +12,38 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("clappyTrio", "The Clappy Trio", "29E7FF", false, false, new List<GameAction>()
{
new GameAction("clap", delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1, true),
new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>()
new GameAction("clap", "Clap")
{
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
}),
new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
resizable = true
},
new GameAction("bop", "Bop")
{
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
}),
function = delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); }
},
new GameAction("prepare", "Prepare Stance")
{
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 GameAction("change lion count", "Change Lion Count")
{
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")
}
},
// This is still here for backwards-compatibility but is hidden in the editor
new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true),
new GameAction("prepare_alt", "")
{
function = delegate { ClappyTrio.instance.Prepare(3); },
hidden = true
},
});
}
}

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@ -14,40 +14,63 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("coinToss", "Coin Toss", "B4E6F6", false, false, new List<GameAction>()
{
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
new GameAction("toss", "Toss Coin")
{
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
}),
function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); },
defaultLength = 7,
parameters = new List<Param>()
{
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
}
},
new GameAction("set background color", "Set Background Color")
{
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); CoinToss.instance.ChangeBackgroundColor(e.colorB, 0f, true); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
}
},
new GameAction("fade background color", "Fade Background Color")
{
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); CoinToss.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); },
resizable = true,
parameters = new List<Param>()
{
new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
}
},
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); CoinToss.instance.ChangeBackgroundColor(e.colorB, 0f, true); }, 0.5f, false, new List<Param>()
{
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
} ),
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); CoinToss.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); }, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
} ),
//left in for backwards-compatibility, but cannot be placed
new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>
new GameAction("set foreground color", "")
{
new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); },
defaultLength = 0.5f,
parameters = new List<Param>
{
new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
}, hidden: true ),
},
hidden = true
},
new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List<Param>()
new GameAction("fade foreground color", "")
{
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
}, hidden: true ),
function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); },
resizable = true,
parameters = new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
},
hidden = true
},
},
new List<string>() {"ntr", "aim"},
"ntrcoin", "en",

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@ -13,9 +13,21 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("cropStomp", "Crop Stomp", "BFDEA6", false, false, new List<GameAction>()
{
new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false, inactiveFunction: delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }),
new GameAction("veggies", delegate { }, 4f, true),
new GameAction("mole", delegate { }, 2f, false),
new GameAction("start marching", "Start Marching")
{
function = delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); },
defaultLength = 2f,
inactiveFunction = delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }
},
new GameAction("veggies", "Veggies")
{
defaultLength = 4f,
resizable = true
},
new GameAction("mole", "Mole")
{
defaultLength = 2f
},
});
}
}

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@ -14,25 +14,44 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
new GameAction("drum", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); }, 2f, parameters: new List<Param>()
new GameAction("bop", "Bop")
{
new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
}),
new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.type2, e.type3, e.toggle); }, 0.5f, parameters: new List<Param>()
function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); },
defaultLength = 0.5f,
resizable = true
},
new GameAction("drum", "Hit Drum")
{
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("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
}),
new GameAction("set background color", delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
}
},
new GameAction("set mii", "Set Miis")
{
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
new Param("colorB", new Color(1, 1, 1), "Color B", "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")
})
function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.type2, e.type3, e.toggle); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
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("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
}
},
new GameAction("set background color", "Set Background Color")
{
function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e.colorA, e.colorB, e.colorC); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
new Param("colorB", new Color(1, 1, 1), "Color B", "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")
}
}
});
}
}

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@ -11,26 +11,58 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("firstContact", "First Contact", "008c97", false, false, new List<GameAction>()
{
new GameAction("beat intervals", delegate { FirstContact.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("alien speak", delegate { FirstContact.instance.alienSpeak(eventCaller.currentEntity.beat, eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
new GameAction("beat intervals", "Start Interval")
{
new Param("valA", new EntityTypes.Float(.8f, 1.5f, 1f), "Pitch")
}),
new GameAction("alien turnover", delegate { FirstContact.instance.alienTurnOver(eventCaller.currentEntity.beat); }, 0.5f, false),
new GameAction("alien success", delegate { FirstContact.instance.alienSuccess(eventCaller.currentEntity.beat); }, 1f, false),
new GameAction("mission control", delegate { FirstContact.instance.missionControlDisplay(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle, eventCaller.currentEntity.length); }, 1f, true, new List<Param>
function = delegate { FirstContact.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f,
resizable = true
},
new GameAction("alien speak", "Alien Speak")
{
new Param("toggle", false, "Stay", "If it's the end of the remix/song")
}),
new GameAction("look at", delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type); }, .5f, false, new List<Param>()
function = delegate { FirstContact.instance.alienSpeak(eventCaller.currentEntity.beat, eventCaller.currentEntity.valA); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Float(.8f, 1.5f, 1f), "Pitch")
}
},
new GameAction("alien turnover", "Alien Turnover")
{
new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"),
new Param("type", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
}),
new GameAction("live bar beat", delegate { FirstContact.instance.liveBarBeat(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
function = delegate { FirstContact.instance.alienTurnOver(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
},
new GameAction("alien success", "Confirm Response")
{
new Param("toggle", true, "On Beat", "If the live bar animation will be on beat or not")
}),
function = delegate { FirstContact.instance.alienSuccess(eventCaller.currentEntity.beat); },
},
new GameAction("mission control", "Show Mission Control")
{
function = delegate { var e = eventCaller.currentEntity; FirstContact.instance.missionControlDisplay(e.beat, e.toggle, e.length); },
resizable = true,
parameters = new List<Param>
{
new Param("toggle", false, "Stay", "If it's the end of the remix/song")
}
},
new GameAction("look at", "Look At")
{
function = delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type); },
defaultLength = .5f,
parameters = new List<Param>()
{
new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"),
new Param("type", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
}
},
new GameAction("live bar beat", "Live Bar Beat")
{
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 GameAction("Version of First Contact", delegate { FirstContact.instance.versionOfFirstContact(eventCaller.currentEntity.type); }, .5f, false, new List<Param>
//{

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@ -14,18 +14,54 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("forkLifter", "Fork Lifter", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
new GameAction("flick", "Flick Food")
{
new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
}),
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
new GameAction("gulp", delegate { ForkLifter.playerInstance.Eat(); }),
new GameAction("sigh", delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }),
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); },
defaultLength = 3,
parameters = new List<Param>()
{
new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
}
},
new GameAction("prepare", "Prepare Hand")
{
function = delegate { ForkLifter.instance.ForkLifterHand.Prepare(); },
defaultLength = 0.5f
},
new GameAction("gulp", "Swallow")
{
function = delegate { ForkLifter.playerInstance.Eat(); }
},
new GameAction("sigh", "Sigh")
{
function = delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }
},
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pea", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 0); }, 3, hidden: true),
new GameAction("topbun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 1); }, 3, hidden: true),
new GameAction("burger", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 2); }, 3, hidden: true),
new GameAction("bottombun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 3); }, 3, hidden: true),
new GameAction("pea", "")
{
function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 0); },
defaultLength = 3,
hidden = true
},
new GameAction("topbun", "")
{
function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 1); },
defaultLength = 3,
hidden = true
},
new GameAction("burger", "")
{
function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 2); },
defaultLength = 3,
hidden = true
},
new GameAction("bottombun", "")
{
function = delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 3); },
defaultLength = 3,
hidden = true
},
});
}
}

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@ -15,12 +15,28 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("prepare", delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, 0.5f, true, inactiveFunction: delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }),
new GameAction("go", delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, 4f, true),
new GameAction("ding!", delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity.toggle); }, 0.5f, parameters: new List<Param>()
new GameAction("prepare", "Prepare")
{
new Param("toggle", false, "Applause")
}),
function = delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
resizable = true,
inactiveFunction = delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }
},
new GameAction("go", "Start Stepping")
{
function = delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); },
defaultLength = 4f,
resizable = true
},
new GameAction("ding!", "Finish Stepping")
{
function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity.toggle); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Applause")
}
},
});
}
}

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@ -14,24 +14,65 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmRally", "Rhythm Rally", "FFFFFF", true, false, new List<GameAction>()
{
new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("whistle", delegate { RhythmRally.instance.PlayWhistle(); }, 0.5f),
new GameAction("toss ball", delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); }, 2f),
new GameAction("rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); }, 4f, true),
new GameAction("slow rally", delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); }, 8f, true),
new GameAction("fast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); }, 6f),
new GameAction("superfast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); }, 12f),
new GameAction("pose", delegate { RhythmRally.instance.Pose(); }, 0.5f),
new GameAction("camera", delegate {
var e = eventCaller.currentEntity;
var rotation = new Vector3(0, e.valA, 0);
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
}, 4, true, 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", Ease.Linear, "Ease", "The easing function to use"),
new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
} ),
new GameAction("bop", "Bop")
{
function = delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 0.5f,
resizable = true
},
new GameAction("whistle", "Whisle")
{
function = delegate { RhythmRally.instance.PlayWhistle(); },
defaultLength = 0.5f
},
new GameAction("toss ball", "Toss Ball")
{
function = delegate { RhythmRally.instance.Toss(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, 6f, true); },
defaultLength = 2f
},
new GameAction("rally", "Rally")
{
function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Normal); },
defaultLength = 4f,
resizable = true
},
new GameAction("slow rally", "Slow Rally")
{
function = delegate { RhythmRally.instance.Serve(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Slow); },
defaultLength = 8f,
resizable = true
},
new GameAction("fast rally", "Fast Rally")
{
function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); },
defaultLength = 6f
},
new GameAction("superfast rally", "Superfast Rally")
{
function = delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); },
defaultLength = 12f
},
new GameAction("pose", "End Pose")
{
function = delegate { RhythmRally.instance.Pose(); },
defaultLength = 0.5f
},
new GameAction("camera", "Camera Controls")
{
function = delegate {
var e = eventCaller.currentEntity;
var rotation = new Vector3(0, e.valA, 0);
RhythmRally.instance.ChangeCameraAngle(rotation, e.valB, e.length, (Ease)e.type, (RotateMode)e.type2);
},
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", Ease.Linear, "Ease", "The easing function to use"),
new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use")
}
},
});
}
}

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@ -11,10 +11,25 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmSomen", "Rhythm Sōmen", "000000", false, false, new List<GameAction>()
{
new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false),
new GameAction("crane (both)", delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("offbeat bell", delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); }, 1.0f, false),
new GameAction("crane (far)", "Far Crane")
{
function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
defaultLength = 4.0f,
},
new GameAction("crane (close)", "Close Crane")
{
function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); },
defaultLength = 3.0f,
},
new GameAction("crane (both)", "Both Cranes")
{
function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); },
defaultLength = 4.0f,
},
new GameAction("offbeat bell", "Offbeat Warning")
{
function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
},
});
}
}

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@ -11,10 +11,25 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceDance", "Space Dance \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("turn right", delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("sit down", delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("punch", delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); }, 2.0f, false),
new GameAction("bop", delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); }, 1.0f, false),
new GameAction("turn right", "Turn Right")
{
function = delegate { SpaceDance.instance.DoTurnRight(eventCaller.currentEntity.beat); },
defaultLength = 2.0f,
},
new GameAction("sit down", "Sit Down")
{
function = delegate { SpaceDance.instance.DoSitDown(eventCaller.currentEntity.beat); },
defaultLength = 2.0f,
},
new GameAction("punch", "Punch")
{
function = delegate { SpaceDance.instance.DoPunch(eventCaller.currentEntity.beat); },
defaultLength = 2.0f,
},
new GameAction("bop", "Bop")
{
function = delegate { SpaceDance.instance.Bop(eventCaller.currentEntity.beat); },
},
});
}
}

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@ -12,17 +12,30 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
{
new GameAction("ball dispense", delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity.toggle); }, 2f,
parameters: new List<Param>()
new GameAction("ball dispense", "Ball Dispense")
{
function = delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity.toggle); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", false, "Disable Sound", "Disables the dispense sound")
},
inactiveFunction: delegate { if (!eventCaller.currentEntity.toggle) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); } }),
new GameAction("high kick-toe!", delegate { }, 3f, false, new List<Param>()
inactiveFunction = delegate { if (!eventCaller.currentEntity.toggle) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat); } }
},
new GameAction("high kick-toe!", "High Kick-Toe!")
{
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
}),
new GameAction("keep-up", delegate { }, 4f, true, hidden: true),
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
}
},
// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
new GameAction("keep-up", "")
{
defaultLength = 4f,
resizable = true
},
});
}
}

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@ -12,11 +12,20 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("tram&Pauline", "Tram & Pauline \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("curtains", delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("SFX", delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); }, 2.5f, false, new List<Param>()
new GameAction("curtains", "Curtains")
{
new Param("type", TramAndPauline.SoundEffects.Henge, "calls", "the sound effects to choose from"),
}),
function = delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); },
defaultLength = 0.5f
},
new GameAction("SFX", "SFX")
{
function = delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); },
defaultLength = 2.5f,
parameters = new List<Param>()
{
new Param("type", TramAndPauline.SoundEffects.Henge, "calls", "the sound effects to choose from"),
}
},
});
}

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@ -15,8 +15,17 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "FFEF9C", false, false, new List<GameAction>()
{
new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
new GameAction("plant", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false),
new GameAction("start interval", "Start Interval")
{
function = delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
defaultLength = 4f,
resizable = true
},
new GameAction("plant", "Plant")
{
function = delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
},
});
}
}

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@ -137,13 +137,13 @@ namespace HeavenStudio
{
public string actionName;
public string displayName;
public EventCallback function;
public float defaultLength;
public bool resizable;
public List<Param> parameters;
public bool hidden;
public EventCallback inactiveFunction;
public EventCallback preFunction;
public EventCallback function = delegate { };
public float defaultLength = 1;
public bool resizable = false;
public List<Param> parameters = null;
public bool hidden = false;
public EventCallback inactiveFunction = delegate { };
public EventCallback preFunction = delegate { };
/// <summary>
/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>