2023-01-24 19:31:49 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using Newtonsoft.Json;
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namespace HeavenStudio.Common
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{
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public static class PersistentDataManager
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{
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2023-03-11 04:51:22 +00:00
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public enum PerfectChallengeType
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{
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Off, // no perfect challenge
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Arcade, // "arcade rule"
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Legacy, // "legacy rule"
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On // "megamix rule"
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}
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2023-01-24 19:31:49 +00:00
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[NonSerialized] public static GameSettings gameSettings;
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public static void CreateDefaultSettings()
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{
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2023-03-11 04:51:22 +00:00
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gameSettings = new GameSettings(
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2023-05-07 20:33:15 +00:00
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true,
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2023-03-11 04:51:22 +00:00
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false,
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1,
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GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width,
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GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height,
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0.8f,
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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340,
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2024-01-17 23:43:26 +00:00
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48000,
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2023-03-11 04:51:22 +00:00
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true,
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true,
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2024-01-21 23:11:48 +00:00
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PerfectChallengeType.Off,
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2023-03-11 04:51:22 +00:00
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true,
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2023-03-12 02:56:26 +00:00
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false,
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true,
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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true,
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2023-03-12 02:56:26 +00:00
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true
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2023-03-11 04:51:22 +00:00
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);
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2023-01-24 19:31:49 +00:00
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// disable if platform is mac
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if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
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gameSettings.discordRPCEnable = false;
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else
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gameSettings.discordRPCEnable = true;
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2023-03-11 04:51:22 +00:00
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gameSettings.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
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{
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2024-01-22 00:43:29 +00:00
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OverlaysManager.TimingDisplayComponent.CreateDefaultSingle()
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2023-03-11 04:51:22 +00:00
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};
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gameSettings.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
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{
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OverlaysManager.SkillStarComponent.CreateDefault()
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};
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gameSettings.sectionComponents = new List<OverlaysManager.SectionComponent>()
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{
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OverlaysManager.SectionComponent.CreateDefault()
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};
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2023-01-24 19:31:49 +00:00
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SaveSettings();
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}
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public static void LoadSettings()
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{
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if (File.Exists(Application.persistentDataPath + "/settings.json"))
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{
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string json = File.ReadAllText(Application.persistentDataPath + "/settings.json");
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2024-02-04 06:54:32 +00:00
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if (json == "")
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{
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GlobalGameManager.IsFirstBoot = true;
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CreateDefaultSettings();
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return;
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}
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try
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{
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gameSettings = JsonConvert.DeserializeObject<GameSettings>(json);
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}
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catch (Exception e)
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{
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Debug.LogError($"Error while loading settings, creating default settings;\n{e.Message}");
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GlobalGameManager.IsFirstBoot = true;
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CreateDefaultSettings();
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}
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2023-01-24 19:31:49 +00:00
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}
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else
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{
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2023-05-07 20:33:15 +00:00
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GlobalGameManager.IsFirstBoot = true;
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2023-01-24 19:31:49 +00:00
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CreateDefaultSettings();
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}
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}
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public static void SaveSettings()
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{
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string json = JsonUtility.ToJson(gameSettings);
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// save json to persistentDataPath
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FileStream file = File.Create(Application.persistentDataPath + "/settings.json");
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file.Write(System.Text.Encoding.ASCII.GetBytes(json), 0, json.Length);
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file.Close();
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}
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public static void SaveTheme(string json)
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{
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// save json to persistentDataPath
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FileStream file = File.Create(Application.persistentDataPath + "/editorTheme.json");
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file.Write(System.Text.Encoding.ASCII.GetBytes(json), 0, json.Length);
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file.Close();
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}
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[Serializable]
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public struct GameSettings
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{
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2023-03-11 04:51:22 +00:00
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// default settings constructor
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public GameSettings(
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2023-05-07 20:33:15 +00:00
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bool showSplash = false,
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2023-03-11 04:51:22 +00:00
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bool isFullscreen = false,
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int resolutionIndex = 0,
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int resolutionWidth = 1280,
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int resolutionHeight = 720,
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float masterVolume = 0.8f,
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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int dspSize = 340,
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2023-03-11 04:51:22 +00:00
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int sampleRate = 44100,
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bool editorCursorEnable = true,
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bool discordRPCEnable = true,
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PerfectChallengeType perfectChallengeType = PerfectChallengeType.On,
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bool isMedalOn = true,
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bool timingDisplayMinMode = false,
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2023-03-12 02:56:26 +00:00
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bool overlaysInEditor = true,
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bool letterboxBgEnable = true,
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2023-10-27 20:19:16 +00:00
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bool letterboxFxEnable = true,
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int editorScale = 0,
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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bool scaleWScreenSize = false,
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2024-04-21 21:39:19 +00:00
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int showParamTooltips = 1,
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2024-03-22 01:37:41 +00:00
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bool previewNoteSounds = true
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2023-03-11 04:51:22 +00:00
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)
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{
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2023-05-07 20:33:15 +00:00
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this.showSplash = showSplash;
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2023-03-11 04:51:22 +00:00
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this.isFullscreen = isFullscreen;
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this.resolutionIndex = resolutionIndex;
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this.resolutionWidth = resolutionWidth;
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this.resolutionHeight = resolutionHeight;
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this.masterVolume = masterVolume;
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this.dspSize = dspSize;
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this.sampleRate = sampleRate;
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this.editorCursorEnable = editorCursorEnable;
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if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
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this.discordRPCEnable = false;
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else
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this.discordRPCEnable = true;
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2023-10-27 20:19:16 +00:00
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this.editorScale = editorScale;
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this.scaleWScreenSize = scaleWScreenSize;
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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this.showParamTooltips = showParamTooltips;
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2024-03-22 01:37:41 +00:00
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this.previewNoteSounds = previewNoteSounds;
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2023-03-11 04:51:22 +00:00
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this.perfectChallengeType = perfectChallengeType;
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this.isMedalOn = isMedalOn;
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this.timingDisplayMinMode = timingDisplayMinMode;
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this.overlaysInEditor = overlaysInEditor;
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2023-03-12 02:56:26 +00:00
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this.letterboxBgEnable = true;
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this.letterboxFxEnable = true;
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2023-03-11 04:51:22 +00:00
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this.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
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{
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OverlaysManager.TimingDisplayComponent.CreateDefaultDual()
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};
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this.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
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{
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OverlaysManager.SkillStarComponent.CreateDefault()
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};
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this.sectionComponents = new List<OverlaysManager.SectionComponent>()
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{
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OverlaysManager.SectionComponent.CreateDefault()
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};
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}
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2023-01-24 19:31:49 +00:00
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// Display / Audio Settings
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2023-05-07 20:33:15 +00:00
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public bool showSplash;
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2023-01-24 19:31:49 +00:00
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public bool isFullscreen;
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public int resolutionIndex;
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public int resolutionWidth;
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public int resolutionHeight;
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public float masterVolume;
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2023-03-11 04:51:22 +00:00
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public int dspSize;
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public int sampleRate;
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2023-01-24 19:31:49 +00:00
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// Editor Settings
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public bool editorCursorEnable;
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public bool discordRPCEnable;
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2023-10-27 20:19:16 +00:00
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public int editorScale;
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public bool scaleWScreenSize;
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2024-04-21 21:39:19 +00:00
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public int showParamTooltips;
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2024-03-22 01:37:41 +00:00
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public bool previewNoteSounds;
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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// public bool showCornerTooltips;
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2023-03-11 04:51:22 +00:00
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// Gameplay Settings
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public PerfectChallengeType perfectChallengeType;
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public bool isMedalOn;
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public bool timingDisplayMinMode;
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public bool overlaysInEditor;
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2023-03-12 02:56:26 +00:00
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public bool letterboxBgEnable;
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public bool letterboxFxEnable;
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2023-03-11 04:51:22 +00:00
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public List<OverlaysManager.TimingDisplayComponent> timingDisplayComponents;
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public List<OverlaysManager.SkillStarComponent> skillStarComponents;
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public List<OverlaysManager.SectionComponent> sectionComponents;
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2024-01-22 00:43:29 +00:00
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// public List<OverlaysManager.DurationComponent> durationComponents;
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// public List<OverlaysManager.WordJudgementComponent> wordJudgementComponents;
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2023-01-24 19:31:49 +00:00
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}
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}
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}
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