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
This commit is contained in:
minenice55 2023-03-10 23:51:22 -05:00 committed by GitHub
parent b8049c6f03
commit 06cb09e64f
122 changed files with 131638 additions and 1043 deletions

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Shader "Particles/StarEffect"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,0)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _OutlineColor;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord);
float3 outlinedRGB = lerp(IN.color.rgb, IN.color.rgb, 1 - c.r);
c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a);
c.rgb *= c.a * IN.color.a;
c.a *= IN.color.a;
return c;
}
ENDCG
}
}
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View file

@ -280,9 +280,11 @@ namespace HeavenStudio
public float GetBpmAtBeat(float beat)
{
var chart = GameManager.instance.Beatmap;
if (chart.tempoChanges.Count == 0)
return chart.bpm;
float bpm = chart.bpm;
foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges)
{
if (t.beat > beat)
{
@ -303,7 +305,7 @@ namespace HeavenStudio
float lastTempoChangeBeat = 0f;
foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges)
{
if (t.beat > beat)
{

View file

@ -12,9 +12,16 @@ namespace HeavenStudio
public static GameCamera instance { get; private set; }
public new Camera camera;
public enum CameraAxis
{
All,
X,
Y,
Z
}
private List<DynamicBeatmap.DynamicEntity> positionEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> scaleEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> shakeEvents = new List<DynamicBeatmap.DynamicEntity>();
/**
@ -22,25 +29,20 @@ namespace HeavenStudio
**/
public static Vector3 defaultPosition = new Vector3(0, 0, -10);
public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
public static Vector3 defaultScale = new Vector3(16, 9, 1);
public static Vector3 defaultShake = new Vector3(0, 0, 0);
/**
camera's current transformation
TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera
**/
private static Vector3 position;
private static Vector3 rotEluer;
private static Vector3 scale;
private static Vector3 shakeResult;
/**
camera's last transformation
TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera
**/
private static Vector3 positionLast;
private static Vector3 rotEluerLast;
private static Vector3 scaleLast;
private static Vector3 shakeLast;
/**
@ -71,7 +73,6 @@ namespace HeavenStudio
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
scaleLast = defaultScale;
}
public void OnBeatChanged(float beat)
@ -81,7 +82,6 @@ namespace HeavenStudio
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
scaleLast = defaultScale;
// this entire thing is a mess redo it later
//pos
@ -97,10 +97,6 @@ namespace HeavenStudio
shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" });
//scale (TODO)
// scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale camera" });
UpdateCameraTranslate();
UpdateCameraRotate();
SetShakeIntensity();
@ -115,7 +111,6 @@ namespace HeavenStudio
Camera cam = GetCamera();
cam.transform.localPosition = position + additionalPosition + shakeResult;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.transform.localScale = Vector3.Scale(scale, additionalScale);
}
private void UpdateCameraTranslate()
@ -126,14 +121,42 @@ namespace HeavenStudio
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
position = new Vector3(dx, dy, dz);
switch (e["axis"])
{
case (int) CameraAxis.X:
position.x = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
break;
case (int) CameraAxis.Y:
position.y = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
break;
case (int) CameraAxis.Z:
position.z = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
break;
default:
float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
position = new Vector3(dx, dy, dz);
break;
}
}
if (prog > 1f)
{
positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
switch (e["axis"])
{
case (int) CameraAxis.X:
positionLast.x = e["valA"];
break;
case (int) CameraAxis.Y:
positionLast.y = e["valB"];
break;
case (int) CameraAxis.Z:
positionLast.z = -e["valC"];
break;
default:
positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
break;
}
}
}
}
@ -146,14 +169,42 @@ namespace HeavenStudio
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(-rotEluerLast.z, e["valC"], Mathf.Min(prog, 1f));
rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEluer.x = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
break;
case (int) CameraAxis.Y:
rotEluer.y = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
break;
case (int) CameraAxis.Z:
rotEluer.z = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
break;
default:
float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEluerLast.x = e["valA"];
break;
case (int) CameraAxis.Y:
rotEluerLast.y = e["valB"];
break;
case (int) CameraAxis.Z:
rotEluerLast.z = -e["valC"];
break;
default:
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
break;
}
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
}
}
@ -180,7 +231,6 @@ namespace HeavenStudio
{
position = defaultPosition;
rotEluer = defaultRotEluer;
scale = defaultScale;
shakeResult = defaultShake;
}
@ -188,7 +238,6 @@ namespace HeavenStudio
{
additionalPosition = new Vector3(0, 0, 0);
additionalRotEluer = new Vector3(0, 0, 0);
additionalScale = new Vector3(1, 1, 1);
}
public static Camera GetCamera()

View file

@ -7,6 +7,7 @@ using UnityEngine;
using Starpelly;
using Newtonsoft.Json;
using HeavenStudio.Games;
using HeavenStudio.Common;
namespace HeavenStudio
{
@ -21,7 +22,7 @@ namespace HeavenStudio
[Header("Components")]
public string txt;
public string ext;
public Camera GameCamera, CursorCam, OverlayCamera;
public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
public GameObject GameLetterbox;
public CircleCursor CircleCursor;
[HideInInspector] public GameObject GamesHolder;
@ -44,11 +45,7 @@ namespace HeavenStudio
public bool autoplay;
public bool canInput = true;
public DynamicBeatmap.ChartSection currentSection, nextSection;
public float sectionProgress { get {
if (currentSection == null) return 0;
if (nextSection == null) return (Conductor.instance.songPositionInBeats - currentSection.beat) / (endBeat - currentSection.beat);
return (Conductor.instance.songPositionInBeats - currentSection.beat) / (nextSection.beat - currentSection.beat);
}}
public float sectionProgress { get; private set; }
public event Action<float> onBeatChanged;
public event Action<DynamicBeatmap.ChartSection> onSectionChange;
@ -88,6 +85,7 @@ namespace HeavenStudio
return totalPlayerAccuracy / totalInputs;
}
}
bool skillStarCollected = false;
private void Awake()
{
@ -125,8 +123,23 @@ namespace HeavenStudio
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
textbox.name = "Textbox";
// note: serialize this shit in the inspector //
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
textbox.name = "Textbox";
GameObject overlays = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays"));
overlays.name = "Overlays";
GameObject timingDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/TimingAccuracy"));
timingDisp.name = "TimingDisplay";
GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
skillStarDisp.name = "SkillStar";
GoForAPerfect.instance.Disable();
/////
if (txt != null && ext != null)
{
LoadRemix(txt, ext);
@ -206,12 +219,25 @@ namespace HeavenStudio
}
}
public void ScoreInputAccuracy(double accuracy, bool late, double weight = 1)
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
{
totalInputs += weight;
totalPlayerAccuracy += accuracy * weight;
if (accuracy < Minigame.rankOkThreshold && weight > 0)
{
SkillStarManager.instance.KillStar();
}
if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
{
if (SkillStarManager.instance.DoStarJust())
skillStarCollected = true;
}
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
}
public void SeekAheadAndPreload(double start, float seekTime = 8f)
@ -292,7 +318,6 @@ namespace HeavenStudio
}
}
// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
private void Update()
{
PlayerInput.UpdateInputControllers();
@ -301,16 +326,16 @@ namespace HeavenStudio
return;
if (!Conductor.instance.isPlaying)
return;
Conductor cond = Conductor.instance;
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
{
if (Conductor.instance.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent])
if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent])
{
Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
cond.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
currentTempoEvent++;
}
}
@ -318,9 +343,9 @@ namespace HeavenStudio
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0)
{
if (Conductor.instance.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent])
if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent])
{
Conductor.instance.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume);
cond.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume);
currentVolumeEvent++;
}
}
@ -328,7 +353,7 @@ namespace HeavenStudio
List<float> chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0)
{
if (Conductor.instance.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
{
Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started");
currentSection = Beatmap.beatmapSections[currentSectionEvent];
@ -343,13 +368,13 @@ namespace HeavenStudio
float seekTime = 8f;
//seek ahead to preload games that have assetbundles
SeekAheadAndPreload(Conductor.instance.songPositionInBeatsAsDouble, seekTime);
SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime);
SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble);
if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
{
if (Conductor.instance.songPositionInBeatsAsDouble >= entities[currentEvent])
if (cond.songPositionInBeatsAsDouble >= entities[currentEvent])
{
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
@ -380,10 +405,26 @@ namespace HeavenStudio
// Thank you to @shshwdr for bring this to my attention
currentEvent++;
}
// currentEvent += gameManagerEntities.Count;
}
}
if (currentSection == null)
{
sectionProgress = 0;
}
else
{
float currectSectionStart = (float)cond.GetSongPosFromBeat(currentSection.beat);
if (nextSection == null)
sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
else
sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart);
}
}
private void LateUpdate() {
OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
}
public void ToggleInputs(bool inputs)
@ -402,6 +443,15 @@ namespace HeavenStudio
totalInputs = 0;
totalPlayerAccuracy = 0;
TimingAccuracyDisplay.instance.ResetArrow();
SkillStarManager.instance.Reset();
skillStarCollected = false;
GoForAPerfect.instance.perfect = true;
GoForAPerfect.instance.Disable();
SectionMedalsManager.instance.Reset();
StartCoroutine(PlayCo(beat));
onBeatChanged?.Invoke(beat);
}
@ -441,6 +491,12 @@ namespace HeavenStudio
onBeatChanged?.Invoke(beat);
KillAllSounds();
// I feel like I should standardize the names
SkillStarManager.instance.KillStar();
TimingAccuracyDisplay.instance.StopStarFlash();
GoForAPerfect.instance.Disable();
SectionMedalsManager.instance.OnRemixEnd();
Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");

View file

@ -3,12 +3,13 @@ using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Common;
namespace HeavenStudio.Games
{
public class Minigame : MonoBehaviour
{
public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
public static double earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
@ -150,37 +151,38 @@ namespace HeavenStudio.Games
}
// now should fix the fast bpm problem
public static float EarlyTime()
public static double EarlyTime()
{
return 1f - ScaleTimingMargin(earlyTime);
return 1f - earlyTime;
}
public static float PerfectTime()
public static double PerfectTime()
{
return 1f - ScaleTimingMargin(perfectTime);
return 1f - perfectTime;
}
public static float LateTime()
public static double LateTime()
{
return 1f + ScaleTimingMargin(lateTime);
return 1f + lateTime;
}
public static float EndTime()
public static double EndTime()
{
return 1f + ScaleTimingMargin(endTime);
return 1f + endTime;
}
public static float AceStartTime()
public static double AceStartTime()
{
return 1f - ScaleTimingMargin(aceEarlyTime);
return 1f - aceEarlyTime;
}
public static float AceEndTime()
public static double AceEndTime()
{
return 1f + ScaleTimingMargin(aceLateTime);
return 1f + aceLateTime;
}
//scales timing windows to the BPM in an ""intelligent"" manner
// DEPRECATED: scales timing windows to the BPM in an ""intelligent"" manner
// only left for historical reasons
static float ScaleTimingMargin(float f)
{
float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch;
@ -253,7 +255,12 @@ namespace HeavenStudio.Games
public void ScoreMiss(double weight = 1f)
{
GameManager.instance.ScoreInputAccuracy(0, true, weight);
GameManager.instance.ScoreInputAccuracy(0, true, EndTime(), weight, false);
if (weight > 0)
{
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}
}
private void OnDestroy() {
@ -262,5 +269,10 @@ namespace HeavenStudio.Games
evt.Disable();
}
}
private void OnDrawGizmos() {
Gizmos.color = Color.magenta;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
}
}
}

View file

@ -6,6 +6,8 @@ using DG.Tweening;
using HeavenStudio.Util;
using Starpelly;
using HeavenStudio.Common;
namespace HeavenStudio.Games
{
@ -62,6 +64,7 @@ namespace HeavenStudio.Games
if (noAutoplay && autoplayOnly) autoplayOnly = false;
if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
if (!enabled) return;
double normalizedTime = GetNormalizedTime();
double stateProg = ((normalizedTime - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
@ -161,9 +164,20 @@ namespace HeavenStudio.Games
GameManager.instance.AvgInputOffset = offset;
OnHit(this, (float) state);
if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, 1.0);
CleanUp();
if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
{
GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, time);
if (state >= 1f || state <= -1f)
{
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}
else
{
GoForAPerfect.instance.Hit();
}
}
} else
{
Blank();
@ -176,7 +190,6 @@ namespace HeavenStudio.Games
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
{
// Ace
Debug.Log("Accuracy (Ace): " + 1.0);
return 1.0;
}
@ -190,7 +203,6 @@ namespace HeavenStudio.Games
state = 1.0 - ((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
state *= 1.0 - Minigame.rankHiThreshold;
state += Minigame.rankHiThreshold;
Debug.Log("Accuracy (Late): " + state);
}
else
{
@ -198,7 +210,6 @@ namespace HeavenStudio.Games
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
state *= 1.0 - Minigame.rankHiThreshold;
state += Minigame.rankHiThreshold;
Debug.Log("Accuracy (Early): " + state);
}
}
else
@ -208,14 +219,12 @@ namespace HeavenStudio.Games
// late half of timing window
state = 1.0 - ((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
state *= Minigame.rankOkThreshold;
Debug.Log("Accuracy (Late NG): " + state);
}
else
{
//early half of timing window
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
state *= Minigame.rankOkThreshold;
Debug.Log("Accuracy (Early NG): " + state);
}
}
return state;
@ -230,7 +239,11 @@ namespace HeavenStudio.Games
CleanUp();
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
GameManager.instance.ScoreInputAccuracy(0, true, 1.0);
{
GameManager.instance.ScoreInputAccuracy(0, true, 2.0, 1.0, false);
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}
}
public void Blank()

View file

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor;
using HeavenStudio.Editor.Track;
namespace HeavenStudio.Games
@ -15,7 +16,7 @@ namespace HeavenStudio.Games
//the variables below seem to be mostly unused (they are never used in any meaningful way)
public int aceTimes; //always set to 0 no matter what (also, the one time it's used doesn't seem to make sense)
public bool isEligible; //value never used for anything
public bool isEligible = true;
private bool autoPlayEnabledOnStart; //value never used for anything
public bool triggersAutoplay = true;
@ -147,7 +148,7 @@ namespace HeavenStudio.Games
private void AceVisuals()
{
if (Timeline.instance != null)
if (Timeline.instance != null && Editor.Editor.instance != null && !Editor.Editor.instance.fullscreen)
{
Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
}
@ -165,4 +166,4 @@ namespace HeavenStudio.Games
MakeInEligible();
}
}
}
}

View file

@ -33,6 +33,20 @@ namespace HeavenStudio
public static int ScreenSizeIndex = 0;
public static float MasterVolume = 0.8f;
public static int currentDspSize = 256;
public static int currentSampleRate = 44100;
public static readonly int[] DSP_BUFFER_SIZES =
{
128, 256, 340, 480, 512, 1024
};
public static readonly int[] SAMPLE_RATES =
{
22050, 44100, 48000, 88200, 96000,
};
public static RenderTexture GameRenderTexture;
public static RenderTexture OverlayRenderTexture;
public enum Scenes : int
{
@ -57,6 +71,16 @@ namespace HeavenStudio
CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight;
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
if (PersistentDataManager.gameSettings.dspSize == 0)
PersistentDataManager.gameSettings.dspSize = 256;
if (PersistentDataManager.gameSettings.sampleRate == 0)
PersistentDataManager.gameSettings.sampleRate = 44100;
currentDspSize = PersistentDataManager.gameSettings.dspSize;
currentSampleRate = PersistentDataManager.gameSettings.sampleRate;
ChangeAudioSettings(currentDspSize, currentSampleRate);
if (PersistentDataManager.gameSettings.isFullscreen)
{
Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
@ -167,15 +191,39 @@ namespace HeavenStudio
}
}
public static void ResetGameRenderTexture()
{
GameRenderTexture.width = Screen.width;
GameRenderTexture.height = Screen.height;
OverlayRenderTexture.width = Screen.width;
OverlayRenderTexture.height = Screen.height;
}
public static void ChangeMasterVolume(float value)
{
MasterVolume = value;
AudioListener.volume = MasterVolume;
}
public static void ChangeAudioSettings(int dspSize, int sampleRate)
{
// don't reset audio if no changes are done
AudioConfiguration config = AudioSettings.GetConfiguration();
if (dspSize == config.dspBufferSize && sampleRate == config.sampleRate) return;
currentDspSize = dspSize;
currentSampleRate = sampleRate;
config.dspBufferSize = currentDspSize;
config.sampleRate = currentSampleRate;
AudioSettings.Reset(config);
PersistentDataManager.gameSettings.dspSize = currentDspSize;
PersistentDataManager.gameSettings.sampleRate = currentSampleRate;
}
void OnApplicationQuit()
{
PersistentDataManager.SaveSettings();
Debug.Log("Disconnecting JoyShocks...");
PlayerInput.DisconnectJoyshocks();
}

View file

@ -1,70 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio
{
public class GoForAPerfect : MonoBehaviour
{
public static GoForAPerfect instance { get; set; }
private Animator pAnim;
private bool active = false;
public bool perfect;
private void Awake()
{
instance = this;
}
private void Start()
{
pAnim = transform.GetChild(0).GetChild(0).GetComponent<Animator>();
perfect = true;
}
public void Hit()
{
if (!active) return;
pAnim.Play("PerfectIcon_Hit", 0, 0);
}
public void Miss()
{
if (!active) return;
perfect = false;
GameProfiler.instance.perfect = false;
transform.GetChild(0).GetChild(1).gameObject.SetActive(false);
this.GetComponent<Animator>().Play("GoForAPerfect_Miss");
Jukebox.PlayOneShot("perfectMiss");
}
public void Enable()
{
SetActive();
transform.GetChild(0).gameObject.SetActive(true);
}
public void Disable()
{
SetInactive();
transform.GetChild(0).gameObject.SetActive(false);
}
public void SetActive()
{
active = true;
}
public void SetInactive()
{
active = false;
}
}
}

View file

@ -13,6 +13,9 @@ namespace HeavenStudio
{
public class Initializer : MonoBehaviour
{
[SerializeField] RenderTexture gameRenderTexture;
[SerializeField] RenderTexture overlayRenderTexture;
public TextAsset level;
public AudioClip music;
public GameObject canvas;
@ -50,7 +53,9 @@ namespace HeavenStudio
GameObject MainCamera = Cameras.transform.GetChild(0).gameObject;
GameObject CursorCamera = Cameras.transform.GetChild(1).gameObject;
GameObject OverlayCamera = Cameras.transform.GetChild(2).gameObject;
GameObject GameLetterbox = Cameras.transform.GetChild(3).gameObject;
GameObject StaticCamera = Cameras.transform.GetChild(3).gameObject;
GameObject GameLetterbox = Cameras.transform.GetChild(4).gameObject;
GameObject Cursor = Instantiate(Resources.Load<GameObject>("Prefabs/Cursor"));
Cursor.name = "Cursor";
@ -68,6 +73,7 @@ namespace HeavenStudio
gameManager.GameCamera = MainCamera.GetComponent<Camera>();
gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
gameManager.GameLetterbox = GameLetterbox;
GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler"));
@ -87,6 +93,10 @@ namespace HeavenStudio
source.outputAudioMixerGroup = Settings.GetMusicMixer();
// Conductor.AddComponent<AudioDspTimeKeeper>();
GlobalGameManager.GameRenderTexture = gameRenderTexture;
GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
GlobalGameManager.ResetGameRenderTexture();
if (editor)
{
this.GetComponent<HeavenStudio.Editor.Editor>().Init();

View file

@ -94,9 +94,8 @@ namespace HeavenStudio.Editor
public void Init()
{
GameCamera.instance.camera.targetTexture = ScreenRenderTexture;
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
GameManager.instance.OverlayCamera.targetTexture = ScreenRenderTexture;
GameLetterbox = GameManager.instance.GameLetterbox;
Screen.texture = ScreenRenderTexture;
@ -501,9 +500,8 @@ namespace HeavenStudio.Editor
MainCanvas.enabled = false;
EditorCamera.enabled = false;
GameCamera.instance.camera.targetTexture = null;
GameManager.instance.StaticCamera.targetTexture = null;
GameManager.instance.CursorCam.enabled = false;
GameManager.instance.OverlayCamera.targetTexture = null;
fullscreen = true;
}
@ -514,9 +512,8 @@ namespace HeavenStudio.Editor
MainCanvas.enabled = true;
EditorCamera.enabled = true;
GameCamera.instance.camera.targetTexture = ScreenRenderTexture;
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.enabled = true && isCursorEnabled;
GameManager.instance.OverlayCamera.targetTexture = ScreenRenderTexture;
fullscreen = false;
GameCamera.instance.camera.rect = new Rect(0, 0, 1, 1);

View file

@ -1,3 +1,4 @@
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
@ -16,6 +17,8 @@ namespace HeavenStudio.Editor
public Slider volSlider;
public TMP_InputField volLabel;
public TMP_Dropdown dspSizeDropdown;
public TMP_Dropdown sampleRateDropdown;
private void Start() {
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
@ -53,16 +56,30 @@ namespace HeavenStudio.Editor
volSlider.value = GlobalGameManager.MasterVolume;
volLabel.text = System.Math.Round(volSlider.value * 100, 2).ToString();
dspSizeDropdown.onValueChanged.AddListener(delegate
{
GlobalGameManager.currentDspSize = GlobalGameManager.DSP_BUFFER_SIZES[dspSizeDropdown.value];
GlobalGameManager.ChangeAudioSettings(GlobalGameManager.currentDspSize, GlobalGameManager.currentSampleRate);
});
sampleRateDropdown.onValueChanged.AddListener(delegate
{
GlobalGameManager.currentSampleRate = GlobalGameManager.SAMPLE_RATES[sampleRateDropdown.value];
GlobalGameManager.ChangeAudioSettings(GlobalGameManager.currentDspSize, GlobalGameManager.currentSampleRate);
});
}
public void WindowFullScreen()
{
GlobalGameManager.WindowFullScreen();
GlobalGameManager.ResetGameRenderTexture();
}
public void WindowConfirmSize()
{
GlobalGameManager.ChangeScreenSize();
GlobalGameManager.ResetGameRenderTexture();
}
public void OnVolSliderChanged()
@ -88,6 +105,13 @@ namespace HeavenStudio.Editor
volSlider.value = GlobalGameManager.MasterVolume;
volLabel.text = System.Math.Round(volSlider.value * 100, 2).ToString();
dspSizeDropdown.ClearOptions();
sampleRateDropdown.ClearOptions();
dspSizeDropdown.AddOptions(GlobalGameManager.DSP_BUFFER_SIZES.Select(x => x.ToString()).ToList());
sampleRateDropdown.AddOptions(GlobalGameManager.SAMPLE_RATES.Select(x => x.ToString()).ToList());
dspSizeDropdown.value = GlobalGameManager.DSP_BUFFER_SIZES.ToList().IndexOf(GlobalGameManager.currentDspSize);
sampleRateDropdown.value = GlobalGameManager.SAMPLE_RATES.ToList().IndexOf(GlobalGameManager.currentSampleRate);
}
public override void OnCloseTab()

View file

@ -0,0 +1,273 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using HeavenStudio.Common;
namespace HeavenStudio.Editor
{
public class GameSettings : TabsContent
{
public static bool InPreview;
[SerializeField] Toggle editorOverlaysToggle;
[SerializeField] Toggle perfectChallengeToggle;
[SerializeField] Toggle sectionMedalsToggle;
[SerializeField] Toggle timingDispMinModeToggle;
[Header("Layout Settings - Header")]
[SerializeField] TMP_Text ElementNameText;
[Header("Layout Settings - General")]
[SerializeField] Toggle ElementToggle;
[SerializeField] TMP_InputField XPosInput;
[SerializeField] TMP_InputField YPosInput;
[SerializeField] Slider XPosSlider;
[SerializeField] Slider YPosSlider;
[SerializeField] TMP_InputField RotationInput;
[SerializeField] Slider RotationSlider;
[SerializeField] TMP_InputField ScaleInput;
[SerializeField] Slider ScaleSlider;
[Header("Layout Settings - Timing Display")]
[SerializeField] GameObject TimingDispTypeContainer;
[SerializeField] TMP_Dropdown TimingDispTypeDropdown;
List<OverlaysManager.OverlayOption> lytElements = new List<OverlaysManager.OverlayOption>();
static int currentElementIdx = 0;
const string fFormat = "0.000";
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void CreateDefaultLayout()
{
PersistentDataManager.gameSettings.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
{
OverlaysManager.TimingDisplayComponent.CreateDefaultDual()
};
PersistentDataManager.gameSettings.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
{
OverlaysManager.SkillStarComponent.CreateDefault()
};
PersistentDataManager.gameSettings.sectionComponents = new List<OverlaysManager.SectionComponent>()
{
OverlaysManager.SectionComponent.CreateDefault()
};
PersistentDataManager.SaveSettings();
}
public void OnEditorOverlaysToggleChanged()
{
PersistentDataManager.gameSettings.overlaysInEditor = editorOverlaysToggle.isOn;
}
public void OnPerfectChallengeToggleChanged()
{
PersistentDataManager.gameSettings.perfectChallengeType = perfectChallengeToggle.isOn ? PersistentDataManager.PerfectChallengeType.On : PersistentDataManager.PerfectChallengeType.Off;
}
public void OnSectionMedalsToggleChanged()
{
PersistentDataManager.gameSettings.isMedalOn = sectionMedalsToggle.isOn;
}
public void OnTimingDispMinModeToggleChanged()
{
PersistentDataManager.gameSettings.timingDisplayMinMode = timingDispMinModeToggle.isOn;
}
public override void OnOpenTab()
{
TimingDispTypeDropdown.ClearOptions();
TimingDispTypeDropdown.AddOptions(Enum.GetNames(typeof(OverlaysManager.TimingDisplayComponent.TimingDisplayType)).ToList());
editorOverlaysToggle.isOn = PersistentDataManager.gameSettings.overlaysInEditor;
perfectChallengeToggle.isOn = PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off;
sectionMedalsToggle.isOn = PersistentDataManager.gameSettings.isMedalOn;
timingDispMinModeToggle.isOn = PersistentDataManager.gameSettings.timingDisplayMinMode;
if (PersistentDataManager.gameSettings.timingDisplayComponents.Count == 0 &&
PersistentDataManager.gameSettings.skillStarComponents.Count == 0 &&
PersistentDataManager.gameSettings.sectionComponents.Count == 0)
{
CreateDefaultLayout();
}
lytElements = new List<OverlaysManager.OverlayOption>();
foreach (var c in PersistentDataManager.gameSettings.timingDisplayComponents) { lytElements.Add(c); c.EnablePreview();}
foreach (var c in PersistentDataManager.gameSettings.skillStarComponents) { lytElements.Add(c); c.EnablePreview();}
foreach (var c in PersistentDataManager.gameSettings.sectionComponents) { lytElements.Add(c); c.EnablePreview();}
UpdateLayoutSettings();
InPreview = true;
}
public override void OnCloseTab()
{
foreach (var e in lytElements)
{
e.DisablePreview();
}
lytElements.Clear();
InPreview = false;
}
void UpdateLayoutSettings()
{
var element = lytElements[currentElementIdx];
element.EnablePreview();
ElementToggle.isOn = element.enable;
XPosInput.text = element.position.x.ToString(fFormat);
YPosInput.text = element.position.y.ToString(fFormat);
XPosSlider.value = element.position.x;
YPosSlider.value = element.position.y;
RotationInput.text = element.rotation.ToString(fFormat);
RotationSlider.value = element.rotation;
ScaleInput.text = element.scale.ToString(fFormat);
ScaleSlider.value = element.scale;
if (element is OverlaysManager.TimingDisplayComponent)
{
TimingDispTypeContainer.SetActive(true);
TimingDispTypeDropdown.value = (int)(element as OverlaysManager.TimingDisplayComponent).tdType;
ElementNameText.text = "Timing Display";
}
else
{
TimingDispTypeContainer.SetActive(false);
}
if (element is OverlaysManager.SkillStarComponent)
{
ElementNameText.text = "Skill Star";
}
if (element is OverlaysManager.SectionComponent)
{
ElementNameText.text = "Section Progress";
}
}
public void OnNextElementButtonClicked()
{
currentElementIdx = (currentElementIdx + 1) % lytElements.Count;
UpdateLayoutSettings();
}
public void OnPrevElementButtonClicked()
{
currentElementIdx = (currentElementIdx - 1 + lytElements.Count) % lytElements.Count;
UpdateLayoutSettings();
}
public void OnElementToggled()
{
var element = lytElements[currentElementIdx];
element.enable = ElementToggle.isOn;
element.PositionElement();
}
public void OnXPosInputChanged()
{
var element = lytElements[currentElementIdx];
XPosSlider.value = float.Parse(XPosInput.text);
element.position.x = XPosSlider.value;
element.PositionElement();
}
public void OnXPosSliderChanged()
{
var element = lytElements[currentElementIdx];
XPosInput.text = XPosSlider.value.ToString(fFormat);
element.position.x = XPosSlider.value;
element.PositionElement();
}
public void OnYPosInputChanged()
{
var element = lytElements[currentElementIdx];
YPosSlider.value = float.Parse(YPosInput.text);
element.position.y = YPosSlider.value;
element.PositionElement();
}
public void OnYPosSliderChanged()
{
var element = lytElements[currentElementIdx];
YPosInput.text = YPosSlider.value.ToString(fFormat);
element.position.y = YPosSlider.value;
element.PositionElement();
}
public void OnRotationInputChanged()
{
var element = lytElements[currentElementIdx];
RotationSlider.value = float.Parse(RotationInput.text);
element.rotation = RotationSlider.value;
element.PositionElement();
}
public void OnRotationSliderChanged()
{
var element = lytElements[currentElementIdx];
RotationInput.text = RotationSlider.value.ToString(fFormat);
element.rotation = RotationSlider.value;
element.PositionElement();
}
public void OnScaleInputChanged()
{
var element = lytElements[currentElementIdx];
ScaleSlider.value = float.Parse(ScaleInput.text);
element.scale = ScaleSlider.value;
element.PositionElement();
}
public void OnScaleSliderChanged()
{
var element = lytElements[currentElementIdx];
ScaleInput.text = ScaleSlider.value.ToString(fFormat);
element.scale = ScaleSlider.value;
element.PositionElement();
}
public void OnTimingDispTypeDropdownChanged()
{
var element = lytElements[currentElementIdx] as OverlaysManager.TimingDisplayComponent;
if (element == null) return;
element.tdType = (OverlaysManager.TimingDisplayComponent.TimingDisplayType)TimingDispTypeDropdown.value;
bool elHide = element.enable;
switch (element.tdType)
{
case OverlaysManager.TimingDisplayComponent.TimingDisplayType.Dual:
element.position = new Vector2(-0.84f, 0);
element.rotation = 0f;
break;
default:
element.position = new Vector2(0, -0.8f);
element.rotation = 90f;
break;
}
element.scale = 1f;
element.enable = elHide;
element.PositionElement();
UpdateLayoutSettings();
}
}
}

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