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Fixing Mytiaoga's mistakes (save Tap Trial for later)
i've noticed the games created by the owner doesn't use type2, thus the said games are glitching out in terms of right click options i don't know multiple toggles it just breaks the editor??
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263aaa797d
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3 changed files with 18 additions and 5 deletions
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@ -33,7 +33,7 @@ namespace HeavenStudio.Games.Loaders
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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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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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{
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new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
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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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new Param("type2", 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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@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("look at", delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type); }, .5f, false, new List<Param>()
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new GameAction("look at", delegate { FirstContact.instance.lookAtDirection(eventCaller.currentEntity.type, eventCaller.currentEntity.type); }, .5f, false, new List<Param>()
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{
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{
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new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"),
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new Param("type", FirstContact.alienLookAt.lookAtTranslator, "alien look at what", "[Alien] will look at what"),
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new Param("type", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
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new Param("type2", FirstContact.translatorLookAt.lookAtAlien, "translator look at what", "[Translator] will look at what"),
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}),
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}),
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new GameAction("live bar beat", delegate { FirstContact.instance.liveBarBeat(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
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new GameAction("live bar beat", delegate { FirstContact.instance.liveBarBeat(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
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{
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{
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@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
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public static class AbgMarcherLoader
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public static class AbgMarcherLoader
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{
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
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return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
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{
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{
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//from krispy:
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//from krispy:
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//i'm not that good at coding but i'll try my best to make a minigame
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//i'm not that good at coding but i'll try my best to make a minigame
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@ -25,7 +25,11 @@ namespace HeavenStudio.Games.Loaders
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//new GameAction("attention", delegate {}, 2f, false),
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//new GameAction("attention", delegate {}, 2f, false),
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//new GameAction("march", delegate {}, 2f, false),
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//new GameAction("march", delegate {}, 2f, false),
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//new GameAction("halt", delegate {}, 2f, false),
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//new GameAction("halt", delegate {}, 2f, false),
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//new GameAction("face, turn", delegate {}, 4f, false),
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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//{
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// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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//}),
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});
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});
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}
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}
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}
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}
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@ -33,9 +37,18 @@ namespace HeavenStudio.Games.Loaders
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namespace HeavenStudio.Games
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namespace HeavenStudio.Games
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{
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{
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// using Scripts_MarchingOrders;
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//using Scripts_MarchingOrders;
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public class MarchingOrders : Minigame
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public class MarchingOrders : Minigame
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{
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{
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public enum DirectionFaceTurn {
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Right,
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Left,
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}
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public enum FaceTurnLength {
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Normal,
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Fast,
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}
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Awake()
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void Awake()
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{
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{
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