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finish conversions
This commit is contained in:
parent
82f567f25e
commit
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17 changed files with 451 additions and 156 deletions
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@ -16,26 +16,45 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("airRally", "Air Rally", "008c97", false, false, new List<GameAction>()
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{
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new GameAction("set distance", delegate { AirRally.instance.SetDistance(e.currentEntity.type); }, .5f, false, new List<Param>()
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new GameAction("set distance", "Set Distance")
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{
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new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}),
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function = delegate { AirRally.instance.SetDistance(e.currentEntity.type); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}
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},
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//new GameAction("start rally", delegate { AirRally.instance.StartRally(true); }, .5f, false),
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new GameAction("rally", delegate { AirRally.instance.Rally(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.length); }, 2f, true, new List<Param>()
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{
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new Param("toggle", false, "Silent", "Make Forthington Silent"),
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}),
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new GameAction("ba bum bum bum", delegate { AirRally.instance.BaBumBumBum(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.type); }, 7f, false, new List<Param>()
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{
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new Param("toggle", false, "Count", "Make Forthington Count"),
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new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}),
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new GameAction("forthington voice lines", delegate { AirRally.instance.ForthVoice(e.currentEntity.type, e.currentEntity.type2); }, 1f, false, new List<Param>()
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{
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new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
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new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}),
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new GameAction("rally", "Rally")
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{
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function = delegate { AirRally.instance.Rally(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.length); },
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Silent", "Make Forthington Silent"),
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}
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},
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new GameAction("ba bum bum bum", "Ba Bum Bum Bum")
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{
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function = delegate { AirRally.instance.BaBumBumBum(e.currentEntity.beat, e.currentEntity.toggle, e.currentEntity.type); },
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defaultLength = 7f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Count", "Make Forthington Count"),
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new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}
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},
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new GameAction("forthington voice lines", "Forthington Voice Lines")
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{
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function = delegate { AirRally.instance.ForthVoice(e.currentEntity.type, e.currentEntity.type2); },
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parameters = new List<Param>()
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{
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new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
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new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}
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}
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});
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}
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}
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@ -13,8 +13,16 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("blueBear", "Blue Bear", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("donut", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); }, 3, false),
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new GameAction("cake", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, 4, false),
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new GameAction("donut", "Donut")
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{
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function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); },
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defaultLength = 3,
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},
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new GameAction("cake", "Cake")
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{
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function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); },
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defaultLength = 4,
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},
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});
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}
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}
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@ -15,11 +15,19 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("builtToScaleDS", "Built To Scale (DS)", "00BB00", true, false, new List<GameAction>()
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{
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new GameAction("spawn blocks", delegate { }, 1f, true),
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new GameAction("play piano", delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); }, 1f, true, new List<Param>()
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new GameAction("spawn blocks", "Spawn Blocks")
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{
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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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} ),
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resizable = true
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},
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new GameAction("play piano", "Play Note")
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{
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function = delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); },
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resizable = true,
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parameters = new List<Param>()
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{
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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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}
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},
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});
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}
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}
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@ -12,18 +12,38 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("clappyTrio", "The Clappy Trio", "29E7FF", false, false, new List<GameAction>()
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{
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new GameAction("clap", delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1, true),
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new GameAction("bop", delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); } ),
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new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); }, parameters: new List<Param>()
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new GameAction("clap", "Clap")
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}),
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new GameAction("change lion count", delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
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function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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resizable = true
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},
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new GameAction("bop", "Bop")
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{
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new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
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}),
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function = delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); }
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},
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new GameAction("prepare", "Prepare Stance")
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{
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function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity.toggle ? 3 : 0); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}
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},
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new GameAction("change lion count", "Change Lion Count")
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{
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function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity.valA); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
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}
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},
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// This is still here for backwards-compatibility but is hidden in the editor
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new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); }, hidden: true),
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new GameAction("prepare_alt", "")
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{
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function = delegate { ClappyTrio.instance.Prepare(3); },
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hidden = true
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},
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});
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}
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}
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@ -14,40 +14,63 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("coinToss", "Coin Toss", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
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new GameAction("toss", "Toss Coin")
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{
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new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
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}),
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function = delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); },
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
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}
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},
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new GameAction("set background color", "Set Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); CoinToss.instance.ChangeBackgroundColor(e.colorB, 0f, true); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
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new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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}
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},
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new GameAction("fade background color", "Fade Background Color")
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{
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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); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
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new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
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new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
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new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
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}
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},
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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>()
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{
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new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
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new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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} ),
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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>()
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{
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new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
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new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
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new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
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new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
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} ),
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//left in for backwards-compatibility, but cannot be placed
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new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>
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new GameAction("set foreground color", "")
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{
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new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); },
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defaultLength = 0.5f,
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parameters = new List<Param>
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{
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new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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}, hidden: true ),
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},
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hidden = true
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},
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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>()
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new GameAction("fade foreground color", "")
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{
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new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
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new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
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}, hidden: true ),
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
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new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
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},
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hidden = true
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},
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},
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new List<string>() {"ntr", "aim"},
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"ntrcoin", "en",
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@ -13,9 +13,21 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("cropStomp", "Crop Stomp", "BFDEA6", false, false, new List<GameAction>()
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{
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new GameAction("start marching", delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); }, 2f, false, inactiveFunction: delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }),
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new GameAction("veggies", delegate { }, 4f, true),
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new GameAction("mole", delegate { }, 2f, false),
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new GameAction("start marching", "Start Marching")
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{
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function = delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }
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},
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new GameAction("veggies", "Veggies")
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{
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("mole", "Mole")
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{
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defaultLength = 2f
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},
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});
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}
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}
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@ -14,25 +14,44 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
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new GameAction("drum", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); }, 2f, parameters: new List<Param>()
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new GameAction("bop", "Bop")
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{
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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}),
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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>()
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function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); },
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defaultLength = 0.5f,
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resizable = true
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},
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new GameAction("drum", "Hit Drum")
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{
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
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}),
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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>()
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function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e.toggle); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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}
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},
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new GameAction("set mii", "Set Miis")
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{
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
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new Param("colorB", new Color(1, 1, 1), "Color B", "The bottom-most color of the background gradient"),
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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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})
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function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.type2, e.type3, e.toggle); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
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}
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},
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new GameAction("set background color", "Set Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e.colorA, e.colorB, e.colorC); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
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new Param("colorB", new Color(1, 1, 1), "Color B", "The bottom-most color of the background gradient"),
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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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}
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}
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});
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}
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}
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@ -11,26 +11,58 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("firstContact", "First Contact", "008c97", false, false, new List<GameAction>()
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{
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new GameAction("beat intervals", delegate { FirstContact.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
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new GameAction("alien speak", delegate { FirstContact.instance.alienSpeak(eventCaller.currentEntity.beat, eventCaller.currentEntity.valA); }, 0.5f, false, new List<Param>()
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new GameAction("beat intervals", "Start Interval")
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{
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new Param("valA", new EntityTypes.Float(.8f, 1.5f, 1f), "Pitch")
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}),
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new GameAction("alien turnover", delegate { FirstContact.instance.alienTurnOver(eventCaller.currentEntity.beat); }, 0.5f, false),
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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>
|
||||
//{
|
||||
|
|
|
@ -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
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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")
|
||||
}
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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")
|
||||
}
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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); },
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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); },
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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"),
|
||||
}
|
||||
},
|
||||
|
||||
});
|
||||
}
|
||||
|
|
|
@ -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,
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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>
|
||||
|
|
Loading…
Reference in a new issue