HeavenStudioPlus/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs

54 lines
1.8 KiB
C#
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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
2023-03-11 04:51:22 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using HeavenStudio.Editor;
namespace HeavenStudio.Common
{
public class ChartSectionDisplay : MonoBehaviour
{
[SerializeField] private TMP_Text SectionText;
[SerializeField] private Slider SectionProgress;
// Start is called before the first frame update
void Start()
{
GameManager.instance.onSectionChange += OnSectionChange;
GameManager.instance.onBeatChanged += OnBeatChanged;
gameObject.SetActive(GameManager.instance.currentSection != null);
}
// Update is called once per frame
void Update()
{
SectionProgress.value = GameManager.instance.sectionProgress;
}
public void OnBeatChanged(float beat)
{
gameObject.SetActive(GameManager.instance.currentSection != null);
SectionProgress.value = GameManager.instance.sectionProgress;
}
public void OnSectionChange(DynamicBeatmap.ChartSection section)
{
if (section != null)
{
gameObject.SetActive(true);
SectionText.text = section.sectionName;
SectionProgress.value = GameManager.instance.sectionProgress;
if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
if (!OverlaysManager.OverlaysEnabled) return;
if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
{
GoForAPerfect.instance.Enable(section.beat);
}
}
}
}
}