mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
Play Mode Features Part 1 (#413)
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
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174 changed files with 17863 additions and 2247 deletions
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1020
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Normal file
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1154
Assets/Scenes/Opening.unity
Normal file
1154
Assets/Scenes/Opening.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Scenes/Opening.unity.meta
Normal file
7
Assets/Scenes/Opening.unity.meta
Normal file
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using System;
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public static class AppInfo {
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public const string Version = "0.0.969";
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public static readonly DateTime Date = new DateTime(2023, 04, 23, 17, 57, 04, 196, DateTimeKind.Utc);
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public const string Version = "0.0.974";
|
||||
public static readonly DateTime Date = new DateTime(2023, 05, 07, 18, 03, 45, 426, DateTimeKind.Utc);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ namespace HeavenStudio
|
|||
// pitch values
|
||||
private float timelinePitch = 1f;
|
||||
private float minigamePitch = 1f;
|
||||
public float SongPitch { get => timelinePitch * minigamePitch; }
|
||||
public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
|
||||
|
||||
public void SetTimelinePitch(float pitch)
|
||||
{
|
||||
|
@ -87,23 +87,23 @@ namespace HeavenStudio
|
|||
instance = this;
|
||||
}
|
||||
|
||||
public void SetBeat(float beat)
|
||||
public void SetBeat(double beat)
|
||||
{
|
||||
float secFromBeat = (float) GetSongPosFromBeat(beat);
|
||||
double secFromBeat = GetSongPosFromBeat(beat);
|
||||
|
||||
if (musicSource.clip != null)
|
||||
{
|
||||
if (secFromBeat < musicSource.clip.length)
|
||||
musicSource.time = secFromBeat;
|
||||
musicSource.time = (float) secFromBeat;
|
||||
else
|
||||
musicSource.time = 0;
|
||||
}
|
||||
|
||||
GameManager.instance.SetCurrentEventToClosest(beat);
|
||||
GameManager.instance.SetCurrentEventToClosest((float) beat);
|
||||
songPosBeat = beat;
|
||||
}
|
||||
|
||||
public void Play(float beat)
|
||||
public void Play(double beat)
|
||||
{
|
||||
GameManager.instance.SortEventsList();
|
||||
bool negativeOffset = firstBeatOffset < 0f;
|
||||
|
|
|
@ -1,13 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Destroy : MonoBehaviour
|
||||
{
|
||||
public float time;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Destroy(this.gameObject, time);
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 54588eb7ee0680643aeaf61dcf609903
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -110,12 +110,9 @@ namespace HeavenStudio
|
|||
{
|
||||
List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
|
||||
List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
|
||||
for (int i = 0; i < temp1.Count; i++)
|
||||
foreach (string s in include)
|
||||
{
|
||||
if (include.Any(temp1[i].datamodel.Split('/')[1].Contains))
|
||||
{
|
||||
temp2.Add(temp1[i]);
|
||||
}
|
||||
temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
|
||||
}
|
||||
return temp2;
|
||||
}
|
||||
|
@ -124,32 +121,13 @@ namespace HeavenStudio
|
|||
{
|
||||
List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
|
||||
List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
|
||||
for (int i = 0; i < temp1.Count; i++)
|
||||
foreach (string s in exclude)
|
||||
{
|
||||
if (!exclude.Any(temp1[i].datamodel.Split('/')[1].Contains))
|
||||
{
|
||||
temp2.Add(temp1[i]);
|
||||
}
|
||||
temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
|
||||
}
|
||||
return temp2;
|
||||
}
|
||||
|
||||
public static List<DynamicBeatmap.DynamicEntity> GetAllPlayerEntities(string gameName)
|
||||
{
|
||||
return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
|
||||
}
|
||||
|
||||
public static List<DynamicBeatmap.DynamicEntity> GetAllPlayerEntitiesExcept(string gameName)
|
||||
{
|
||||
return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] != gameName);
|
||||
}
|
||||
|
||||
// elaborate as fuck, boy
|
||||
public static List<DynamicBeatmap.DynamicEntity> GetAllPlayerEntitiesExceptBeforeBeat(string gameName, float beat)
|
||||
{
|
||||
return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] != gameName && c.beat < beat);
|
||||
}
|
||||
|
||||
public static List<Minigames.Minigame> FXOnlyGames()
|
||||
{
|
||||
return instance.minigames.FindAll(c => c.fxOnly == true).ToList();
|
||||
|
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: -20
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
|
@ -11,61 +11,64 @@ using UnityEngine.Audio;
|
|||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class Initializer : MonoBehaviour
|
||||
public class GameInitializer : MonoBehaviour
|
||||
{
|
||||
[SerializeField] RenderTexture gameRenderTexture;
|
||||
[SerializeField] RenderTexture overlayRenderTexture;
|
||||
|
||||
public TextAsset level;
|
||||
public AudioClip music;
|
||||
public GameObject canvas;
|
||||
[SerializeField] HeavenStudio.Editor.Editor editorGO;
|
||||
[SerializeField] String debug_cmdFile;
|
||||
|
||||
[SerializeField] GameManager gameManager;
|
||||
|
||||
[SerializeField] GameObject MainCamera;
|
||||
[SerializeField] GameObject CursorCamera;
|
||||
[SerializeField] GameObject OverlayCamera;
|
||||
[SerializeField] GameObject StaticCamera;
|
||||
[SerializeField] GameObject Cursor;
|
||||
|
||||
[SerializeField] GameObject Profiler;
|
||||
|
||||
public bool debugUI;
|
||||
|
||||
public bool playOnStart = false;
|
||||
public bool editor = false;
|
||||
public bool fromCmd = false;
|
||||
|
||||
string json = "";
|
||||
string ext = "";
|
||||
|
||||
private void Start()
|
||||
{
|
||||
string[] args = System.Environment.GetCommandLineArgs();
|
||||
string input = "";
|
||||
for (int i = 1; i < args.Length; i++) {
|
||||
// first arg is always this executable
|
||||
Debug.Log(args[i]);
|
||||
if (args[i].IndexOfAny(Path.GetInvalidPathChars()) == -1)
|
||||
if (debug_cmdFile != string.Empty)
|
||||
{
|
||||
if (debug_cmdFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
|
||||
{
|
||||
if (File.Exists(args[i]))
|
||||
if (File.Exists(debug_cmdFile))
|
||||
{
|
||||
input = args[i];
|
||||
editor = false;
|
||||
input = debug_cmdFile;
|
||||
fromCmd = true;
|
||||
playOnStart = true;
|
||||
}
|
||||
}
|
||||
else if (args[i] == "-debug")
|
||||
{
|
||||
debugUI = true;
|
||||
}
|
||||
}
|
||||
|
||||
GameObject Cameras = Instantiate(Resources.Load<GameObject>("Prefabs/Cameras")); Cameras.name = "Cameras";
|
||||
GameObject MainCamera = Cameras.transform.GetChild(0).gameObject;
|
||||
GameObject CursorCamera = Cameras.transform.GetChild(1).gameObject;
|
||||
GameObject OverlayCamera = Cameras.transform.GetChild(2).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";
|
||||
else if (OpeningManager.OnOpenFile is not null or "")
|
||||
{
|
||||
if (editorGO == null && OpeningManager.OnOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
|
||||
{
|
||||
if (File.Exists(OpeningManager.OnOpenFile))
|
||||
{
|
||||
input = OpeningManager.OnOpenFile;
|
||||
fromCmd = true;
|
||||
playOnStart = true;
|
||||
}
|
||||
}
|
||||
OpeningManager.OnOpenFile = null;
|
||||
}
|
||||
|
||||
GameObject Games = new GameObject();
|
||||
Games.name = "Games";
|
||||
|
||||
GameObject GameManager = new GameObject();
|
||||
GameManager.name = "GameManager";
|
||||
GameManager gameManager = GameManager.AddComponent<GameManager>();
|
||||
gameManager.playOnStart = playOnStart;
|
||||
|
||||
gameManager.GamesHolder = Games;
|
||||
|
@ -75,9 +78,7 @@ namespace HeavenStudio
|
|||
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
|
||||
gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
|
||||
|
||||
GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler"));
|
||||
Profiler.name = "GameProfiler";
|
||||
if (!debugUI)
|
||||
if (!debugUI && Profiler != null)
|
||||
{
|
||||
Profiler.GetComponent<DebugUI>().enabled = false;
|
||||
Profiler.transform.GetChild(0).gameObject.SetActive(false);
|
||||
|
@ -86,7 +87,6 @@ namespace HeavenStudio
|
|||
GameObject Conductor = new GameObject();
|
||||
Conductor.name = "Conductor";
|
||||
AudioSource source = Conductor.AddComponent<AudioSource>();
|
||||
source.clip = music;
|
||||
Conductor.AddComponent<Conductor>();
|
||||
Conductor.GetComponent<Conductor>().musicSource = source;
|
||||
source.outputAudioMixerGroup = Settings.GetMusicMixer();
|
||||
|
@ -96,23 +96,18 @@ namespace HeavenStudio
|
|||
GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
|
||||
GlobalGameManager.ResetGameRenderTexture();
|
||||
|
||||
if (editor)
|
||||
if (editorGO == null)
|
||||
{
|
||||
this.GetComponent<HeavenStudio.Editor.Editor>().Init();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.GetComponent<HeavenStudio.Editor.Editor>().enabled = false;
|
||||
this.GetComponent<HeavenStudio.Editor.EditorTheme>().enabled = false;
|
||||
this.GetComponent<HeavenStudio.Editor.BoxSelection>().enabled = false;
|
||||
canvas.SetActive(false);
|
||||
|
||||
OpenCmdRemix(input);
|
||||
Debug.Log(json);
|
||||
gameManager.txt = json;
|
||||
gameManager.ext = ext;
|
||||
gameManager.Init();
|
||||
}
|
||||
else
|
||||
{
|
||||
editorGO.Init();
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenCmdRemix(string path)
|
|
@ -14,36 +14,35 @@ namespace HeavenStudio
|
|||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
[Header("Lists")]
|
||||
public DynamicBeatmap Beatmap = new DynamicBeatmap();
|
||||
[HideInInspector] public List<DynamicBeatmap.DynamicEntity> playerEntities = new List<DynamicBeatmap.DynamicEntity>();
|
||||
[NonSerialized] public DynamicBeatmap Beatmap = new DynamicBeatmap();
|
||||
private List<GameObject> preloadedGames = new List<GameObject>();
|
||||
public List<GameObject> SoundObjects = new List<GameObject>();
|
||||
[NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
|
||||
|
||||
[Header("Components")]
|
||||
public string txt;
|
||||
public string ext;
|
||||
public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
|
||||
public CircleCursor CircleCursor;
|
||||
[HideInInspector] public GameObject GamesHolder;
|
||||
public Games.Global.Flash fade;
|
||||
public Games.Global.Filter filter;
|
||||
public GameObject textbox;
|
||||
[NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
|
||||
[NonSerialized] public CircleCursor CircleCursor;
|
||||
[NonSerialized] public GameObject GamesHolder;
|
||||
[NonSerialized] public Games.Global.Flash fade;
|
||||
[NonSerialized] public Games.Global.Filter filter;
|
||||
|
||||
[Header("Games")]
|
||||
public string currentGame;
|
||||
[NonSerialized] public string currentGame;
|
||||
Coroutine currentGameSwitchIE;
|
||||
|
||||
[Header("Properties")]
|
||||
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
|
||||
[NonSerialized] public string txt = null;
|
||||
[NonSerialized] public string ext = null;
|
||||
|
||||
[NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
|
||||
currentPreEvent, currentPreSwitch, currentPreSequence;
|
||||
public float endBeat;
|
||||
public float startOffset;
|
||||
public bool playOnStart;
|
||||
public float startBeat;
|
||||
[NonSerialized] public float endBeat;
|
||||
[NonSerialized] public float startOffset;
|
||||
[NonSerialized] public bool playOnStart;
|
||||
[NonSerialized] public float startBeat;
|
||||
[NonSerialized] public GameObject currentGameO;
|
||||
public bool autoplay;
|
||||
public bool canInput = true;
|
||||
public DynamicBeatmap.ChartSection currentSection, nextSection;
|
||||
[NonSerialized] public bool autoplay;
|
||||
[NonSerialized] public bool canInput = true;
|
||||
[NonSerialized] public DynamicBeatmap.ChartSection currentSection, nextSection;
|
||||
public float sectionProgress { get; private set; }
|
||||
|
||||
public event Action<float> onBeatChanged;
|
||||
|
@ -86,6 +85,16 @@ namespace HeavenStudio
|
|||
}
|
||||
bool skillStarCollected = false;
|
||||
|
||||
// cleared sections
|
||||
List<bool> clearedSections = new List<bool>();
|
||||
public bool ClearedSection
|
||||
{
|
||||
set
|
||||
{
|
||||
clearedSections.Add(value);
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// autoplay = true;
|
||||
|
@ -97,24 +106,10 @@ namespace HeavenStudio
|
|||
currentPreEvent= 0;
|
||||
currentPreSwitch = 0;
|
||||
currentPreSequence = 0;
|
||||
|
||||
this.transform.localScale = new Vector3(30000000, 30000000);
|
||||
|
||||
SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
|
||||
sp.enabled = false;
|
||||
sp.color = Color.black;
|
||||
sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
|
||||
sp.sortingOrder = 30000;
|
||||
gameObject.layer = LayerMask.NameToLayer("Flash");
|
||||
|
||||
GameObject fade = new GameObject("flash");
|
||||
this.fade = fade.AddComponent<Games.Global.Flash>();
|
||||
GameObject filter = new GameObject("filter");
|
||||
this.filter = filter.AddComponent<Games.Global.Filter>();
|
||||
|
||||
|
||||
GlobalGameManager.Init();
|
||||
|
||||
eventCaller = this.gameObject.AddComponent<EventCaller>();
|
||||
eventCaller.GamesHolder = GamesHolder.transform;
|
||||
eventCaller.Init();
|
||||
|
@ -123,23 +118,23 @@ namespace HeavenStudio
|
|||
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
|
||||
|
||||
// note: serialize this shit in the inspector //
|
||||
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
|
||||
textbox.name = "Textbox";
|
||||
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 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";
|
||||
|
||||
GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
|
||||
skillStarDisp.name = "SkillStar";
|
||||
GameObject overlays = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays"));
|
||||
overlays.name = "Overlays";
|
||||
|
||||
GoForAPerfect.instance.Disable();
|
||||
GoForAPerfect.instance.Disable();
|
||||
/////
|
||||
|
||||
|
||||
if (txt != null && ext != null)
|
||||
if (txt != null && ext != null && txt.Length != 0 && ext.Length != 0)
|
||||
{
|
||||
LoadRemix(txt, ext);
|
||||
}
|
||||
|
@ -162,7 +157,7 @@ namespace HeavenStudio
|
|||
|
||||
if (playOnStart)
|
||||
{
|
||||
Play(startBeat);
|
||||
StartCoroutine(WaitReadyAndPlayCo(startBeat));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -204,7 +199,10 @@ namespace HeavenStudio
|
|||
Conductor.instance.SetBpm(Beatmap.bpm);
|
||||
Conductor.instance.SetVolume(Beatmap.musicVolume);
|
||||
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
|
||||
Stop(0);
|
||||
if (!playOnStart)
|
||||
{
|
||||
Stop(0);
|
||||
}
|
||||
SetCurrentEventToClosest(0);
|
||||
|
||||
if (Beatmap.entities.Count >= 1)
|
||||
|
@ -319,8 +317,6 @@ namespace HeavenStudio
|
|||
|
||||
private void Update()
|
||||
{
|
||||
PlayerInput.UpdateInputControllers();
|
||||
|
||||
if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
|
||||
return;
|
||||
if (!Conductor.instance.isPlaying)
|
||||
|
@ -433,44 +429,52 @@ namespace HeavenStudio
|
|||
|
||||
#region Play Events
|
||||
|
||||
public void Play(float beat)
|
||||
public void Play(float beat, float delay = 0f)
|
||||
{
|
||||
bool paused = Conductor.instance.isPaused;
|
||||
Debug.Log("Playing at " + beat);
|
||||
canInput = true;
|
||||
inputOffsetSamples.Clear();
|
||||
averageInputOffset = 0;
|
||||
if (!paused)
|
||||
{
|
||||
inputOffsetSamples.Clear();
|
||||
averageInputOffset = 0;
|
||||
|
||||
totalInputs = 0;
|
||||
totalPlayerAccuracy = 0;
|
||||
totalInputs = 0;
|
||||
totalPlayerAccuracy = 0;
|
||||
|
||||
TimingAccuracyDisplay.instance.ResetArrow();
|
||||
SkillStarManager.instance.Reset();
|
||||
skillStarCollected = false;
|
||||
TimingAccuracyDisplay.instance.ResetArrow();
|
||||
SkillStarManager.instance.Reset();
|
||||
skillStarCollected = false;
|
||||
|
||||
GoForAPerfect.instance.perfect = true;
|
||||
GoForAPerfect.instance.Disable();
|
||||
GoForAPerfect.instance.perfect = true;
|
||||
GoForAPerfect.instance.Disable();
|
||||
|
||||
SectionMedalsManager.instance.Reset();
|
||||
SectionMedalsManager.instance.Reset();
|
||||
clearedSections.Clear();
|
||||
}
|
||||
|
||||
StartCoroutine(PlayCo(beat));
|
||||
StartCoroutine(PlayCo(beat, delay));
|
||||
onBeatChanged?.Invoke(beat);
|
||||
}
|
||||
|
||||
private IEnumerator PlayCo(float beat)
|
||||
private IEnumerator PlayCo(float beat, float delay = 0f)
|
||||
{
|
||||
yield return null;
|
||||
yield return new WaitForSeconds(delay);
|
||||
bool paused = Conductor.instance.isPaused;
|
||||
|
||||
Conductor.instance.SetBpm(Beatmap.bpm);
|
||||
Conductor.instance.SetVolume(Beatmap.musicVolume);
|
||||
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
|
||||
|
||||
Conductor.instance.Play(beat);
|
||||
if (!paused)
|
||||
if (paused)
|
||||
{
|
||||
SetCurrentEventToClosest(beat);
|
||||
Util.Jukebox.UnpauseOneShots();
|
||||
}
|
||||
else
|
||||
{
|
||||
Conductor.instance.SetBpm(Beatmap.bpm);
|
||||
Conductor.instance.SetVolume(Beatmap.musicVolume);
|
||||
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
|
||||
SetCurrentEventToClosest(beat);
|
||||
KillAllSounds();
|
||||
}
|
||||
|
||||
KillAllSounds();
|
||||
|
||||
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
||||
if (miniGame != null)
|
||||
|
@ -480,11 +484,16 @@ namespace HeavenStudio
|
|||
public void Pause()
|
||||
{
|
||||
Conductor.instance.Pause();
|
||||
KillAllSounds();
|
||||
Util.Jukebox.PauseOneShots();
|
||||
canInput = false;
|
||||
}
|
||||
|
||||
public void Stop(float beat)
|
||||
public void Stop(float beat, bool restart = false, float restartDelay = 0f)
|
||||
{
|
||||
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
||||
if (miniGame != null)
|
||||
miniGame.OnStop(beat);
|
||||
|
||||
Conductor.instance.Stop(beat);
|
||||
SetCurrentEventToClosest(beat);
|
||||
onBeatChanged?.Invoke(beat);
|
||||
|
@ -496,13 +505,40 @@ namespace HeavenStudio
|
|||
GoForAPerfect.instance.Disable();
|
||||
SectionMedalsManager.instance.OnRemixEnd();
|
||||
|
||||
// pass this data to rating screen + stats
|
||||
Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")}) ==");
|
||||
Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
|
||||
Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");
|
||||
|
||||
if (playOnStart)
|
||||
Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.beatmapSections.Count}");
|
||||
if (SkillStarManager.instance.IsCollected)
|
||||
Debug.Log($"Skill Star collected");
|
||||
else
|
||||
Debug.Log($"Skill Star not collected");
|
||||
if (GoForAPerfect.instance.perfect)
|
||||
Debug.Log($"Perfect Clear!");
|
||||
|
||||
if (playOnStart || restart)
|
||||
{
|
||||
Play(0);
|
||||
Play(0, restartDelay);
|
||||
}
|
||||
// when rating screen gets added playOnStart will instead move to that scene
|
||||
}
|
||||
|
||||
private IEnumerator WaitReadyAndPlayCo(float beat)
|
||||
{
|
||||
// wait for overlays to be ready
|
||||
yield return new WaitUntil(() => OverlaysManager.OverlaysReady);
|
||||
// wait for first game to be loaded
|
||||
yield return new WaitUntil(() => Beatmap != null && Beatmap.entities.Count > 0);
|
||||
|
||||
SkillStarManager.instance.KillStar();
|
||||
TimingAccuracyDisplay.instance.StopStarFlash();
|
||||
GoForAPerfect.instance.Disable();
|
||||
SectionMedalsManager.instance?.OnRemixEnd();
|
||||
|
||||
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true);
|
||||
|
||||
Play(beat, 1f);
|
||||
}
|
||||
|
||||
public void KillAllSounds()
|
||||
|
@ -671,7 +707,7 @@ namespace HeavenStudio
|
|||
{
|
||||
if(flash == true)
|
||||
{
|
||||
this.GetComponent<SpriteRenderer>().enabled = true;
|
||||
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
|
||||
}
|
||||
|
||||
SetGame(game);
|
||||
|
@ -680,9 +716,10 @@ namespace HeavenStudio
|
|||
if (miniGame != null)
|
||||
miniGame.OnGameSwitch(beat);
|
||||
|
||||
//TODO: wait time in beats instead of seconds
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
this.GetComponent<SpriteRenderer>().enabled = false;
|
||||
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
||||
}
|
||||
|
||||
private void SetGame(string game)
|
||||
|
|
|
@ -8,7 +8,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_BlueBear
|
||||
{
|
||||
public class Treat : PlayerActionObject
|
||||
public class Treat : MonoBehaviour
|
||||
{
|
||||
const float rotSpeed = 360f;
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@ using System;
|
|||
namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
|
||||
{
|
||||
using HeavenStudio.Util;
|
||||
public class Blocks : PlayerActionObject
|
||||
public class Blocks : MonoBehaviour
|
||||
{
|
||||
public float createBeat;
|
||||
public float createLength;
|
||||
|
|
|
@ -7,7 +7,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_CatchyTune
|
||||
{
|
||||
public class Fruit : PlayerActionObject
|
||||
public class Fruit : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool isPineapple;
|
||||
|
|
|
@ -6,7 +6,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_ClappyTrio
|
||||
{
|
||||
public class ClappyTrioPlayer : PlayerActionObject
|
||||
public class ClappyTrioPlayer : MonoBehaviour
|
||||
{
|
||||
ClappyTrio game;
|
||||
private float lastClapBeat;
|
||||
|
|
|
@ -6,7 +6,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_CropStomp
|
||||
{
|
||||
public class Farmer : PlayerActionObject
|
||||
public class Farmer : MonoBehaviour
|
||||
{
|
||||
public float nextStompBeat;
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_CropStomp
|
||||
{
|
||||
public class Veggie : PlayerActionObject
|
||||
public class Veggie : MonoBehaviour
|
||||
{
|
||||
static float pickedRotationSpeed = -1080f;
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@ using Starpelly;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_DJSchool
|
||||
{
|
||||
public class Student : PlayerActionObject
|
||||
public class Student : MonoBehaviour
|
||||
{
|
||||
public Animator anim;
|
||||
public static bool soundFX;
|
||||
|
|
|
@ -8,7 +8,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_DogNinja
|
||||
{
|
||||
public class SpawnHalves : PlayerActionObject
|
||||
public class SpawnHalves : MonoBehaviour
|
||||
{
|
||||
public float startBeat;
|
||||
public Vector3 objPos;
|
||||
|
|
|
@ -8,7 +8,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_DogNinja
|
||||
{
|
||||
public class ThrowObject : PlayerActionObject
|
||||
public class ThrowObject : MonoBehaviour
|
||||
{
|
||||
public float startBeat;
|
||||
public int type;
|
||||
|
|
|
@ -6,7 +6,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_DrummingPractice
|
||||
{
|
||||
public class DrummerHit : PlayerActionObject
|
||||
public class DrummerHit : MonoBehaviour
|
||||
{
|
||||
DrummingPractice game;
|
||||
public float startBeat;
|
||||
|
|
|
@ -9,7 +9,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_FanClub
|
||||
{
|
||||
public class NtrIdolFan : PlayerActionObject
|
||||
public class NtrIdolFan : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private GameObject motionRoot;
|
||||
|
|
|
@ -6,7 +6,7 @@ using NaughtyBezierCurves;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_Fireworks
|
||||
{
|
||||
public class FireworksBomb : PlayerActionObject
|
||||
public class FireworksBomb : MonoBehaviour
|
||||
{
|
||||
public BezierCurve3D curve;
|
||||
public bool applause;
|
||||
|
|
|
@ -6,7 +6,7 @@ using HeavenStudio.Util;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_Fireworks
|
||||
{
|
||||
public class Rocket : PlayerActionObject
|
||||
public class Rocket : MonoBehaviour
|
||||
{
|
||||
[SerializeField] ParticleSystem particleBarelyEffect;
|
||||
[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();
|
||||
|
|
|
@ -8,7 +8,7 @@ using Starpelly;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_FirstContact
|
||||
{
|
||||
public class Translator : PlayerActionObject
|
||||
public class Translator : MonoBehaviour
|
||||
{
|
||||
public Animator anim;
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ using DG.Tweening;
|
|||
|
||||
namespace HeavenStudio.Games.Scripts_ForkLifter
|
||||
{
|
||||
public class Pea : PlayerActionObject
|
||||
public class Pea : MonoBehaviour
|
||||
{
|
||||
ForkLifter game;
|
||||
private Animator anim;
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue