diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs index 1fdafe94..40c2cc92 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs @@ -85,15 +85,16 @@ namespace RhythmHeavenMania.Editor object param = action.parameters[i].parameter; string caption = action.parameters[i].propertyCaption; string propertyName = action.parameters[i].propertyName; + string tooltip = action.parameters[i].tooltip; - AddParam(propertyName, param, caption); + AddParam(propertyName, param, caption, tooltip); } active = true; } } - private void AddParam(string propertyName, object type, string caption) + private void AddParam(string propertyName, object type, string caption, string tooltip = "") { GameObject prefab = IntegerP; @@ -125,6 +126,11 @@ namespace RhythmHeavenMania.Editor input.SetActive(true); input.transform.localScale = Vector2.one; + if(tooltip != "") + { + Tooltip.AddTooltip(input, "", tooltip); + } + var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 52674cec..31145224 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -125,23 +125,23 @@ namespace RhythmHeavenMania { new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List() { - new Param("type", SoundEffects.CountInType.Normal, "Type") + new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in") }), new GameAction("8 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e.type); }, 8f, true, new List() { - new Param("type", SoundEffects.CountInType.Normal, "Type") + new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in") }), new GameAction("count", delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e.type, e.toggle); }, 1f, false, new List() { - new Param("type", SoundEffects.CountNumbers.One, "Number"), - new Param("toggle", false, "Alt") + new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"), + new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") }), new GameAction("cowbell", delegate { SoundEffects.Cowbell(); }, 1f), new GameAction("ready!", delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }, 2f, true), new GameAction("and", delegate {SoundEffects.And(); }, 0.5f), new GameAction("go!", delegate { SoundEffects.Go(eventCaller.currentEntity.toggle); }, 1f, false, new List() { - new Param("toggle", false, "Alt") + new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") }), // These are still here for backwards-compatibility but are hidden in the editor new GameAction("4 beat count-in (alt)", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, 4f, hidden: true), @@ -162,7 +162,7 @@ namespace RhythmHeavenMania { new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List() { - new Param("type", ForkLifter.FlickType.Pea, "Object") + 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 { ForkLifterPlayer.instance.Eat(); }), @@ -180,11 +180,11 @@ namespace RhythmHeavenMania 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() { - new Param("toggle", false, "Alt") + 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() { - new Param("valA", new EntityTypes.Integer(1, 8, 3), "Lion Count") + new Param("valA", new EntityTypes.Integer(1, 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), @@ -195,13 +195,13 @@ namespace RhythmHeavenMania new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.type); }, 3), new GameAction("costume", delegate { Spaceball.instance.Costume(eventCaller.currentEntity.type); }, 1f, false, new List() { - new Param("type", Spaceball.CostumeType.Standard, "Type") + new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to") } ), new GameAction("alien", delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat); } ), new GameAction("camera", delegate { Spaceball.instance.OverrideCurrentZoom(); }, 4, true, new List() { - new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom"), - new Param("ease", EasingFunction.Ease.Linear, "Ease") + new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"), + new Param("ease", EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming") } ), new GameAction("prepare dispenser", delegate { Spaceball.instance.PrepareDispenser(); }, 1 ), }), @@ -213,7 +213,7 @@ namespace RhythmHeavenMania KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 2, false, new List() { - new Param("type", KarateMan.HitType.Pot, "Object") + new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire") }), new GameAction("bulb", delegate { var e = eventCaller.currentEntity; @@ -222,8 +222,8 @@ namespace RhythmHeavenMania KarateMan.instance.Shoot(e.beat, 1, tint: c); }, 2, false, new List() { - new Param("type", KarateMan.LightBulbType.Normal, "Type"), - new Param("colorA", new Color(), "Custom Color") + new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"), + new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom") }), new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f), new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f), @@ -236,7 +236,7 @@ namespace RhythmHeavenMania KarateMan.instance.Hit3(e.beat); }, 1f, false, new List() { - new Param("toggle", false, "Hit 4") + new Param("toggle", false, "Hit 4", "Whether or not the \"hit 4!\" sound should be played instead") }), new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true), new GameAction("set background color", delegate { @@ -246,17 +246,17 @@ namespace RhythmHeavenMania KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB); }, 0.5f, false, new List() { - new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"), - new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"), - new Param("colorA", new Color(), "Custom Background Color"), - new Param("colorB", new Color(), "Custom Shadow Color"), + new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"), + new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"), + new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"), + new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"), }), new GameAction("set background fx", delegate { KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type); }, 0.5f, false, new List() { - new Param("type", KarateMan.BackgroundFXType.None, "FX Type") + new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed") }), // These are still here for backwards-compatibility but are hidden in the editor @@ -275,7 +275,7 @@ namespace RhythmHeavenMania new GameAction("keep-up", delegate { }, 4f, true), new GameAction("high kick-toe!", delegate { }, 3f, false, new List() { - new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing") + new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing") }), }), new Minigame("djSchool", "DJ School", "008c97", false, false, new List() @@ -283,16 +283,16 @@ namespace RhythmHeavenMania new GameAction("bop", delegate { DJSchool.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true), new GameAction("and stop ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.AndStop(e.beat, e.toggle); }, 2.5f, false, new List() { - new Param("toggle", true, "Ooh") + new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played") }), new GameAction("break c'mon ooh", delegate { var e = eventCaller.currentEntity; DJSchool.instance.BreakCmon(e.beat, e.type, e.toggle); }, 3f, false, new List() { - new Param("type", DJSchool.DJVoice.Standard, "Voice"), - new Param("toggle", true, "Ooh") + 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 GameAction("scratch-o hey", delegate { DJSchool.instance.ScratchoHey(eventCaller.currentEntity.beat, eventCaller.currentEntity.type); }, 3f, false, new List() { - new Param("type", DJSchool.DJVoice.Standard, "Voice"), + new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"), }), }), new Minigame("rhythmTweezers", "Rhythm Tweezers", "98b389", false, false, new List() @@ -302,26 +302,26 @@ namespace RhythmHeavenMania new GameAction("long hair", delegate { RhythmTweezers.instance.SpawnLongHair(eventCaller.currentEntity.beat); }, 0.5f), new GameAction("next vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.NextVegetable(e.beat, e.type, e.colorA, e.colorB); }, 0.5f, false, new List() { - new Param("type", RhythmTweezers.VegetableType.Onion, "Type"), - new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"), - new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color") + 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 GameAction("change vegetable", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e.type, e.colorA, e.colorB); }, 0.5f, false, new List() { - new Param("type", RhythmTweezers.VegetableType.Onion, "Type"), - new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color"), - new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color") + 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 GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true), new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f), new GameAction("set background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List() { - new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color") + new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to") } ), new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List() { - new Param("colorA", Color.white, "Start Color"), - new Param("colorB", RhythmTweezers.defaultBgColor, "End Color") + 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") } ), }), @@ -340,10 +340,10 @@ namespace RhythmHeavenMania 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() { - new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle"), - new Param("valB", new EntityTypes.Float(0.5f, 4f, 1), "Zoom"), - new Param("type", Ease.Linear, "Ease"), - new Param("type2", RotateMode.Fast, "Rotation Mode") + 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 Minigame("builtToScaleDS", "Built To Scale (DS) \n[WIP don't use]", "00BB00", true, false, new List()