HeavenStudioPlus/Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/RatingScreenPropertyDialog.cs

341 lines
11 KiB
C#
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Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using Jukebox;
using TMPro;
using SFB;
namespace HeavenStudio.Editor
{
public class RatingScreenPropertyDialog : RemixPropertyPrefab
{
enum Ranks
{
Ng,
Ok,
Hi
}
[SerializeField] TMP_InputField headerInput;
[SerializeField] TMP_InputField messageInput;
[SerializeField] TMP_InputField epilogueInput;
[SerializeField] Image imagePreview;
[SerializeField] Image rankPreview;
[SerializeField] Sprite catOff;
[SerializeField] Button[] catButtons;
[SerializeField] Sprite[] catSprites;
[SerializeField] Sprite[] rankSprites;
[SerializeField] Sprite epilogueNg, epilogueOk, epilogueHi;
Sprite[] rankImages;
bool initHooks;
int currentEditingCat = -1;
List<int> usedCategories;
RemixPropertiesDialog diag;
Ranks currentEditingRank;
new public void InitProperties(RemixPropertiesDialog diag, string propertyName, string caption)
{
this.diag = diag;
currentEditingRank = Ranks.Ok;
rankImages = new Sprite[3];
diag.StartCoroutine(LoadRankImages());
GetUsedCategories();
if (!initHooks)
{
initHooks = true;
for (int i = 0; i < catButtons.Length; i++)
{
int cat = i;
catButtons[i].onClick.AddListener(() =>
{
SetCatEditing(cat);
});
}
headerInput.onValueChanged.AddListener(
_ =>
{
diag.chart["resultcaption"] = headerInput.text;
}
);
epilogueInput.onValueChanged.AddListener(
_ =>
{
string propSuffix = currentEditingRank switch
{
Ranks.Ng => "ng",
Ranks.Hi => "hi",
_ => "ok",
};
diag.chart["epilogue_" + propSuffix] = epilogueInput.text;
}
);
messageInput.onValueChanged.AddListener(DoMessageInput);
}
UpdateInfo();
SetCatEditing(usedCategories[0]);
}
void UpdateInfo()
{
headerInput.text = (string)diag.chart["resultcaption"];
if (rankImages[(int)currentEditingRank] != null)
{
imagePreview.sprite = rankImages[(int)currentEditingRank];
}
else
{
imagePreview.sprite = currentEditingRank switch
{
Ranks.Ng => epilogueNg,
Ranks.Hi => epilogueHi,
_ => epilogueOk,
};
}
imagePreview.preserveAspect = true;
rankPreview.sprite = rankSprites[(int)currentEditingRank];
string propSuffix = currentEditingRank switch
{
Ranks.Ng => "ng",
Ranks.Hi => "hi",
_ => "ok",
};
epilogueInput.text = (string)diag.chart["epilogue_" + propSuffix];
SetCatEditing(currentEditingCat);
}
void DoMessageInput(string _)
{
string propSuffix = currentEditingRank switch
{
Ranks.Ng => "ng",
Ranks.Hi => "hi",
_ => "ok",
};
if (usedCategories.Count == 1 || currentEditingRank == Ranks.Ok)
{
diag.chart["resultcommon_" + propSuffix] = messageInput.text;
}
else
{
diag.chart["resultcat" + currentEditingCat + "_" + propSuffix] = messageInput.text;
}
}
void SetCatEditing(int cat)
{
string propSuffix = currentEditingRank switch
{
Ranks.Ng => "ng",
Ranks.Hi => "hi",
_ => "ok",
};
cat = Mathf.Clamp(cat, 0, catButtons.Length - 1);
if (usedCategories.Count == 1 || currentEditingRank == Ranks.Ok)
{
currentEditingCat = usedCategories[0];
for (int i = 0; i < catButtons.Length; i++)
{
catButtons[i].gameObject.SetActive(false);
}
messageInput.text = (string)diag.chart["resultcommon_" + propSuffix];
}
else
{
currentEditingCat = cat;
for (int i = 0; i < catButtons.Length; i++)
{
catButtons[i].gameObject.SetActive(usedCategories.Contains(i));
if (i == currentEditingCat)
catButtons[i].GetComponent<Image>().sprite = catSprites[i];
else
catButtons[i].GetComponent<Image>().sprite = catOff;
}
messageInput.text = (string)diag.chart["resultcat" + currentEditingCat + "_" + propSuffix];
}
}
void GetUsedCategories()
{
RiqBeatmap chart = diag.chart;
usedCategories = new();
if (chart.data.beatmapSections.Count == 0)
{
usedCategories.Add(0);
return;
}
foreach (var section in chart.data.beatmapSections)
{
int cat = section["category"];
if (!usedCategories.Contains(cat))
{
usedCategories.Add(cat);
}
}
usedCategories.Sort();
}
public void GoPrevRank()
{
currentEditingRank--;
if (currentEditingRank < 0)
currentEditingRank = Ranks.Hi;
UpdateInfo();
}
public void GoNextRank()
{
currentEditingRank++;
if (currentEditingRank > Ranks.Hi)
currentEditingRank = Ranks.Ng;
UpdateInfo();
}
public void UploadImage()
{
var extensions = new[]
{
new ExtensionFilter("Image Files", "png", "jpg", "jpeg" ),
};
StandaloneFileBrowser.OpenFilePanelAsync("Open Image", "", extensions, false, (string[] paths) =>
{
var path = Path.Combine(paths);
if (path == string.Empty)
{
return;
}
try
{
// fetch the image using UnityWebRequest
string resource = currentEditingRank switch
{
Ranks.Ng => "Ng",
Ranks.Hi => "Hi",
_ => "Ok",
};
StartCoroutine(UploadImage(path, currentEditingRank));
}
catch (System.Exception e)
{
Debug.LogError($"Error uploading image: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Uploading Image", e.Message + "\n\n" + e.StackTrace);
return;
}
});
}
IEnumerator LoadRankImages()
{
for (Ranks i = 0; i <= Ranks.Hi; i++)
{
string resource = i switch
{
Ranks.Ng => "Ng",
Ranks.Hi => "Hi",
_ => "Ok",
};
string path;
try
{
path = RiqFileHandler.GetResourcePath(resource, "Images/Epilogue/");
}
catch (System.Exception e)
{
Debug.Log($"Error loading image: {e.Message}, using fallback");
rankImages[(int)i] = null;
continue;
}
UnityWebRequest www = UnityWebRequestTexture.GetTexture("file://" + path);
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.ConnectionError)
{
Debug.Log(www.error);
rankImages[(int)i] = null;
}
else
{
Texture2D texture = DownloadHandlerTexture.GetContent(www);
rankImages[(int)i] = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
Debug.Log($"Downloaded image {resource} successfully!");
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
}
}
if (rankImages[(int)currentEditingRank] != null)
{
imagePreview.sprite = rankImages[(int)currentEditingRank];
}
else
{
imagePreview.sprite = currentEditingRank switch
{
Ranks.Ng => epilogueNg,
Ranks.Hi => epilogueHi,
_ => epilogueOk,
};
}
imagePreview.preserveAspect = true;
}
IEnumerator UploadImage(string path, Ranks rank)
{
UnityWebRequest www = UnityWebRequestTexture.GetTexture("file://" + path);
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.ConnectionError)
{
Debug.Log(www.error);
rankImages[(int)rank] = null;
imagePreview.sprite = rank switch
{
Ranks.Ng => epilogueNg,
Ranks.Hi => epilogueHi,
_ => epilogueOk,
};
imagePreview.preserveAspect = true;
}
else
{
Texture2D texture = DownloadHandlerTexture.GetContent(www);
rankImages[(int)rank] = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
imagePreview.sprite = rankImages[(int)rank];
imagePreview.preserveAspect = true;
string resource = rank switch
{
Ranks.Ng => "Ng",
Ranks.Hi => "Hi",
_ => "Ok",
};
RiqFileHandler.AddResource(path, resource, "Images/Epilogue/");
Debug.Log("Uploaded image successfully!");
}
}
}
}