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

77 lines
2.2 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 HeavenStudio.Util;
using HeavenStudio.Games;
namespace HeavenStudio.Common
{
public class SectionMedalsManager : MonoBehaviour
{
public static SectionMedalsManager instance { get; private set; }
[SerializeField] GameObject MedalsHolder;
[SerializeField] GameObject MedalOkPrefab;
[SerializeField] GameObject MedalMissPrefab;
Conductor cond;
bool isMedalsStarted = false;
bool isMedalsEligible = true;
// Start is called before the first frame update
void Start()
{
instance = this;
cond = Conductor.instance;
GameManager.instance.onSectionChange += OnSectionChange;
}
// Update is called once per frame
void Update()
{
}
public void MakeIneligible()
{
isMedalsEligible = false;
}
public void Reset()
{
isMedalsStarted = false;
isMedalsEligible = true;
foreach (Transform child in MedalsHolder.transform)
{
Destroy(child.gameObject);
}
}
public void OnSectionChange(DynamicBeatmap.ChartSection section)
{
if (section == null) return;
Debug.Log(PersistentDataManager.gameSettings.isMedalOn);
if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted)
{
isMedalsStarted = true;
isMedalsEligible = true;
}
else
{
GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
medal.SetActive(true);
isMedalsEligible = true;
}
}
public void OnRemixEnd()
{
if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted)
{
GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
medal.SetActive(true);
}
}
}
}