HeavenStudioPlus/Assets/Scripts/Initializer.cs

159 lines
5.9 KiB
C#
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using System;
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Text;
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using UnityEngine;
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using UnityEngine.Audio;
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namespace HeavenStudio
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{
public class Initializer : MonoBehaviour
{
Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
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[SerializeField] RenderTexture gameRenderTexture;
[SerializeField] RenderTexture overlayRenderTexture;
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public TextAsset level;
public AudioClip music;
public GameObject canvas;
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public bool debugUI;
public bool playOnStart = false;
public bool editor = false;
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string json = "";
string ext = "";
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private void Start()
{
string[] args = System.Environment.GetCommandLineArgs();
string input = "";
for (int i = 1; i < args.Length; i++) {
// first arg is always this executable
Debug.Log(args[i]);
if (args[i].IndexOfAny(Path.GetInvalidPathChars()) == -1)
{
if (File.Exists(args[i]))
{
input = args[i];
editor = false;
playOnStart = true;
}
}
else if (args[i] == "-debug")
{
debugUI = true;
}
}
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GameObject Cameras = Instantiate(Resources.Load<GameObject>("Prefabs/Cameras")); Cameras.name = "Cameras";
GameObject MainCamera = Cameras.transform.GetChild(0).gameObject;
GameObject CursorCamera = Cameras.transform.GetChild(1).gameObject;
GameObject OverlayCamera = Cameras.transform.GetChild(2).gameObject;
Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
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GameObject StaticCamera = Cameras.transform.GetChild(3).gameObject;
GameObject GameLetterbox = Cameras.transform.GetChild(4).gameObject;
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GameObject Cursor = Instantiate(Resources.Load<GameObject>("Prefabs/Cursor"));
Cursor.name = "Cursor";
GameObject Games = new GameObject();
Games.name = "Games";
GameObject GameManager = new GameObject();
GameManager.name = "GameManager";
GameManager gameManager = GameManager.AddComponent<GameManager>();
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gameManager.playOnStart = playOnStart;
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gameManager.GamesHolder = Games;
gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();
gameManager.GameCamera = MainCamera.GetComponent<Camera>();
gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
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gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
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GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler"));
Profiler.name = "GameProfiler";
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if (!debugUI)
{
Profiler.GetComponent<DebugUI>().enabled = false;
Profiler.transform.GetChild(0).gameObject.SetActive(false);
}
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GameObject Conductor = new GameObject();
Conductor.name = "Conductor";
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AudioSource source = Conductor.AddComponent<AudioSource>();
source.clip = music;
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Conductor.AddComponent<Conductor>();
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Conductor.GetComponent<Conductor>().musicSource = source;
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source.outputAudioMixerGroup = Settings.GetMusicMixer();
// Conductor.AddComponent<AudioDspTimeKeeper>();
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Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
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GlobalGameManager.GameRenderTexture = gameRenderTexture;
GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
GlobalGameManager.ResetGameRenderTexture();
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if (editor)
{
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this.GetComponent<HeavenStudio.Editor.Editor>().Init();
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}
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else
{
this.GetComponent<HeavenStudio.Editor.Editor>().enabled = false;
this.GetComponent<HeavenStudio.Editor.EditorTheme>().enabled = false;
this.GetComponent<HeavenStudio.Editor.BoxSelection>().enabled = false;
canvas.SetActive(false);
OpenCmdRemix(input);
Debug.Log(json);
gameManager.txt = json;
gameManager.ext = ext;
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gameManager.Init();
}
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}
public void OpenCmdRemix(string path)
{
if (path == string.Empty) return;
if (!File.Exists(path)) return;
byte[] MusicBytes;
bool loadedMusic = false;
string extension = path.GetExtension();
using var zipFile = File.Open(path, FileMode.Open);
using var archive = new ZipArchive(zipFile, ZipArchiveMode.Read);
foreach (var entry in archive.Entries)
switch (entry.Name)
{
case "remix.json":
{
using var stream = entry.Open();
using var reader = new StreamReader(stream);
json = reader.ReadToEnd();
ext = extension;
break;
}
case "song.ogg":
{
using var stream = entry.Open();
using var memoryStream = new MemoryStream();
stream.CopyTo(memoryStream);
MusicBytes = memoryStream.ToArray();
Conductor.instance.musicSource.clip = OggVorbis.VorbisPlugin.ToAudioClip(MusicBytes, "music");
loadedMusic = true;
break;
}
}
if (!loadedMusic)
{
Conductor.instance.musicSource.clip = null;
MusicBytes = null;
}
}
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}
}