HeavenStudioPlus/Assets/Scripts/UI/PauseMenu.cs

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6.2 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Common
{
public class PauseMenu : MonoBehaviour
{
public enum Options
{
Continue,
StartOver,
Settings,
Quit
}
// TODO
// MAKE OPTIONS ACCEPT MOUSE INPUT
[SerializeField] float patternSpeed = 1f;
[SerializeField] SettingsDialog settingsDialog;
[SerializeField] Animator animator;
[SerializeField] TMP_Text chartTitleText;
[SerializeField] TMP_Text chartArtistText;
[SerializeField] GameObject optionArrow;
[SerializeField] GameObject optionHolder;
[SerializeField] RectTransform patternL;
[SerializeField] RectTransform patternR;
public static bool IsPaused { get { return isPaused; } }
private static bool isPaused = false;
private double pauseBeat;
private bool canPick = false;
private bool isQuitting = false;
private int optionSelected = 0;
void Pause()
{
Update from release 1 branch (#472) * Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
if (GlobalGameManager.IsShowingDialog) return;
if (!Conductor.instance.isPlaying) return;
Conductor.instance.Pause();
pauseBeat = Conductor.instance.songPositionInBeatsAsDouble;
chartTitleText.text = GameManager.instance.Beatmap["remixtitle"];
chartArtistText.text = GameManager.instance.Beatmap["remixauthor"];
animator.Play("PauseShow");
SoundByte.PlayOneShot("ui/PauseIn");
isPaused = true;
canPick = false;
optionSelected = 0;
}
void UnPause(bool instant = false)
{
if ((!instant) && (!Conductor.instance.isPaused)) return;
Conductor.instance.Play(pauseBeat);
if (instant)
{
animator.Play("NoPose");
}
else
{
animator.Play("PauseHide");
SoundByte.PlayOneShot("ui/PauseOut");
}
isPaused = false;
canPick = false;
}
// Start is called before the first frame update
void Start()
{
isPaused = false;
isQuitting = false;
}
// Update is called once per frame
void Update()
{
if (isQuitting) return;
if (PlayerInput.GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadPause))
{
if (isPaused)
{
UnPause();
}
else
{
Pause();
}
}
else if (isPaused && canPick && !settingsDialog.IsOpen)
{
if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadUp))
{
optionSelected--;
if (optionSelected < 0)
{
optionSelected = optionHolder.transform.childCount - 1;
}
ChooseOption((Options) optionSelected);
}
else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadDown))
{
optionSelected++;
if (optionSelected > optionHolder.transform.childCount - 1)
{
optionSelected = 0;
}
ChooseOption((Options) optionSelected);
}
else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadE))
{
UseOption((Options) optionSelected);
}
}
if (isPaused)
{
patternL.anchoredPosition = new Vector2((Time.realtimeSinceStartup * patternSpeed) % 13, patternL.anchoredPosition.y);
patternR.anchoredPosition = new Vector2(-(Time.realtimeSinceStartup * patternSpeed) % 13, patternR.anchoredPosition.y);
}
}
public void ChooseCurrentOption()
{
ChooseOption((Options) optionSelected, false);
canPick = true;
}
public void ChooseOption(Options option, bool sound = true)
{
optionArrow.transform.position = new Vector3(optionArrow.transform.position.x, optionHolder.transform.GetChild((int) option).position.y, optionArrow.transform.position.z);
foreach (Transform child in optionHolder.transform)
{
child.transform.localScale = new Vector3(1f, 1f, 1f);
}
optionHolder.transform.GetChild((int) option).transform.localScale = new Vector3(1.2f, 1.2f, 1.2f);
if (sound)
SoundByte.PlayOneShot("ui/UIOption");
}
void UseOption(Options option)
{
switch (option)
{
case Options.Continue:
OnContinue();
break;
case Options.StartOver:
OnRestart();
break;
case Options.Settings:
OnSettings();
SoundByte.PlayOneShot("ui/UISelect");
break;
case Options.Quit:
OnQuit();
break;
}
}
void OnContinue()
{
UnPause();
}
void OnRestart()
{
UnPause(true);
GlobalGameManager.ForceFade(0, 1f, 0.5f);
GameManager.instance.Stop(0, true, 1.5f);
SoundByte.PlayOneShot("ui/UIEnter");
}
void OnQuit()
{
isQuitting = true;
SoundByte.PlayOneShot("ui/PauseQuit");
GlobalGameManager.LoadScene("Editor", 0, 0.1f);
}
void OnSettings()
{
settingsDialog.SwitchSettingsDialog();
}
}
}