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
This commit is contained in:
minenice55 2023-05-07 16:33:15 -04:00 committed by GitHub
parent 423a8c6039
commit 4c4d0a7a7a
174 changed files with 17863 additions and 2247 deletions

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1154
Assets/Scenes/Opening.unity Normal file

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@ -1,8 +1,8 @@
using System; using System;
public static class AppInfo { public static class AppInfo {
public const string Version = "0.0.969"; public const string Version = "0.0.974";
public static readonly DateTime Date = new DateTime(2023, 04, 23, 17, 57, 04, 196, DateTimeKind.Utc); public static readonly DateTime Date = new DateTime(2023, 05, 07, 18, 03, 45, 426, DateTimeKind.Utc);
} }

View file

@ -67,7 +67,7 @@ namespace HeavenStudio
// pitch values // pitch values
private float timelinePitch = 1f; private float timelinePitch = 1f;
private float minigamePitch = 1f; private float minigamePitch = 1f;
public float SongPitch { get => timelinePitch * minigamePitch; } public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
public void SetTimelinePitch(float pitch) public void SetTimelinePitch(float pitch)
{ {
@ -87,23 +87,23 @@ namespace HeavenStudio
instance = this; 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 (musicSource.clip != null)
{ {
if (secFromBeat < musicSource.clip.length) if (secFromBeat < musicSource.clip.length)
musicSource.time = secFromBeat; musicSource.time = (float) secFromBeat;
else else
musicSource.time = 0; musicSource.time = 0;
} }
GameManager.instance.SetCurrentEventToClosest(beat); GameManager.instance.SetCurrentEventToClosest((float) beat);
songPosBeat = beat; songPosBeat = beat;
} }
public void Play(float beat) public void Play(double beat)
{ {
GameManager.instance.SortEventsList(); GameManager.instance.SortEventsList();
bool negativeOffset = firstBeatOffset < 0f; bool negativeOffset = firstBeatOffset < 0f;

View file

@ -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);
}
}

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@ -110,12 +110,9 @@ namespace HeavenStudio
{ {
List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName); List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>(); 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.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
{
temp2.Add(temp1[i]);
}
} }
return temp2; 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> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>(); 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.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
{
temp2.Add(temp1[i]);
}
} }
return temp2; 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() public static List<Minigames.Minigame> FXOnlyGames()
{ {
return instance.minigames.FindAll(c => c.fxOnly == true).ToList(); return instance.minigames.FindAll(c => c.fxOnly == true).ToList();

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@ -11,61 +11,64 @@ using UnityEngine.Audio;
namespace HeavenStudio namespace HeavenStudio
{ {
public class Initializer : MonoBehaviour public class GameInitializer : MonoBehaviour
{ {
[SerializeField] RenderTexture gameRenderTexture; [SerializeField] RenderTexture gameRenderTexture;
[SerializeField] RenderTexture overlayRenderTexture; [SerializeField] RenderTexture overlayRenderTexture;
public TextAsset level; [SerializeField] HeavenStudio.Editor.Editor editorGO;
public AudioClip music; [SerializeField] String debug_cmdFile;
public GameObject canvas;
[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 debugUI;
public bool playOnStart = false; public bool playOnStart = false;
public bool editor = false; public bool fromCmd = false;
string json = ""; string json = "";
string ext = ""; string ext = "";
private void Start() private void Start()
{ {
string[] args = System.Environment.GetCommandLineArgs();
string input = ""; string input = "";
for (int i = 1; i < args.Length; i++) { if (debug_cmdFile != string.Empty)
// first arg is always this executable
Debug.Log(args[i]);
if (args[i].IndexOfAny(Path.GetInvalidPathChars()) == -1)
{ {
if (File.Exists(args[i])) if (debug_cmdFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
{ {
input = args[i]; if (File.Exists(debug_cmdFile))
editor = false; {
input = debug_cmdFile;
fromCmd = true;
playOnStart = true; playOnStart = true;
} }
} }
else if (args[i] == "-debug") }
else if (OpeningManager.OnOpenFile is not null or "")
{ {
debugUI = true; 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 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";
GameObject Games = new GameObject(); GameObject Games = new GameObject();
Games.name = "Games"; Games.name = "Games";
GameObject GameManager = new GameObject();
GameManager.name = "GameManager";
GameManager gameManager = GameManager.AddComponent<GameManager>();
gameManager.playOnStart = playOnStart; gameManager.playOnStart = playOnStart;
gameManager.GamesHolder = Games; gameManager.GamesHolder = Games;
@ -75,9 +78,7 @@ namespace HeavenStudio
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>(); gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
gameManager.StaticCamera = StaticCamera.GetComponent<Camera>(); gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler")); if (!debugUI && Profiler != null)
Profiler.name = "GameProfiler";
if (!debugUI)
{ {
Profiler.GetComponent<DebugUI>().enabled = false; Profiler.GetComponent<DebugUI>().enabled = false;
Profiler.transform.GetChild(0).gameObject.SetActive(false); Profiler.transform.GetChild(0).gameObject.SetActive(false);
@ -86,7 +87,6 @@ namespace HeavenStudio
GameObject Conductor = new GameObject(); GameObject Conductor = new GameObject();
Conductor.name = "Conductor"; Conductor.name = "Conductor";
AudioSource source = Conductor.AddComponent<AudioSource>(); AudioSource source = Conductor.AddComponent<AudioSource>();
source.clip = music;
Conductor.AddComponent<Conductor>(); Conductor.AddComponent<Conductor>();
Conductor.GetComponent<Conductor>().musicSource = source; Conductor.GetComponent<Conductor>().musicSource = source;
source.outputAudioMixerGroup = Settings.GetMusicMixer(); source.outputAudioMixerGroup = Settings.GetMusicMixer();
@ -96,23 +96,18 @@ namespace HeavenStudio
GlobalGameManager.OverlayRenderTexture = overlayRenderTexture; GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
GlobalGameManager.ResetGameRenderTexture(); 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); OpenCmdRemix(input);
Debug.Log(json); Debug.Log(json);
gameManager.txt = json; gameManager.txt = json;
gameManager.ext = ext; gameManager.ext = ext;
gameManager.Init(); gameManager.Init();
} }
else
{
editorGO.Init();
}
} }
public void OpenCmdRemix(string path) public void OpenCmdRemix(string path)

View file

@ -14,36 +14,35 @@ namespace HeavenStudio
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
[Header("Lists")] [Header("Lists")]
public DynamicBeatmap Beatmap = new DynamicBeatmap(); [NonSerialized] public DynamicBeatmap Beatmap = new DynamicBeatmap();
[HideInInspector] public List<DynamicBeatmap.DynamicEntity> playerEntities = new List<DynamicBeatmap.DynamicEntity>();
private List<GameObject> preloadedGames = new List<GameObject>(); private List<GameObject> preloadedGames = new List<GameObject>();
public List<GameObject> SoundObjects = new List<GameObject>(); [NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
[Header("Components")] [Header("Components")]
public string txt; [NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
public string ext; [NonSerialized] public CircleCursor CircleCursor;
public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera; [NonSerialized] public GameObject GamesHolder;
public CircleCursor CircleCursor; [NonSerialized] public Games.Global.Flash fade;
[HideInInspector] public GameObject GamesHolder; [NonSerialized] public Games.Global.Filter filter;
public Games.Global.Flash fade;
public Games.Global.Filter filter;
public GameObject textbox;
[Header("Games")] [Header("Games")]
public string currentGame; [NonSerialized] public string currentGame;
Coroutine currentGameSwitchIE; Coroutine currentGameSwitchIE;
[Header("Properties")] [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; currentPreEvent, currentPreSwitch, currentPreSequence;
public float endBeat; [NonSerialized] public float endBeat;
public float startOffset; [NonSerialized] public float startOffset;
public bool playOnStart; [NonSerialized] public bool playOnStart;
public float startBeat; [NonSerialized] public float startBeat;
[NonSerialized] public GameObject currentGameO; [NonSerialized] public GameObject currentGameO;
public bool autoplay; [NonSerialized] public bool autoplay;
public bool canInput = true; [NonSerialized] public bool canInput = true;
public DynamicBeatmap.ChartSection currentSection, nextSection; [NonSerialized] public DynamicBeatmap.ChartSection currentSection, nextSection;
public float sectionProgress { get; private set; } public float sectionProgress { get; private set; }
public event Action<float> onBeatChanged; public event Action<float> onBeatChanged;
@ -86,6 +85,16 @@ namespace HeavenStudio
} }
bool skillStarCollected = false; bool skillStarCollected = false;
// cleared sections
List<bool> clearedSections = new List<bool>();
public bool ClearedSection
{
set
{
clearedSections.Add(value);
}
}
private void Awake() private void Awake()
{ {
// autoplay = true; // autoplay = true;
@ -98,23 +107,9 @@ namespace HeavenStudio
currentPreSwitch = 0; currentPreSwitch = 0;
currentPreSequence = 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"); GameObject filter = new GameObject("filter");
this.filter = filter.AddComponent<Games.Global.Filter>(); this.filter = filter.AddComponent<Games.Global.Filter>();
GlobalGameManager.Init();
eventCaller = this.gameObject.AddComponent<EventCaller>(); eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform; eventCaller.GamesHolder = GamesHolder.transform;
eventCaller.Init(); eventCaller.Init();
@ -126,20 +121,20 @@ namespace HeavenStudio
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox")); GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
textbox.name = "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")); GameObject timingDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/TimingAccuracy"));
timingDisp.name = "TimingDisplay"; timingDisp.name = "TimingDisplay";
GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar")); GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
skillStarDisp.name = "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); LoadRemix(txt, ext);
} }
@ -162,7 +157,7 @@ namespace HeavenStudio
if (playOnStart) if (playOnStart)
{ {
Play(startBeat); StartCoroutine(WaitReadyAndPlayCo(startBeat));
} }
} }
@ -204,7 +199,10 @@ namespace HeavenStudio
Conductor.instance.SetBpm(Beatmap.bpm); Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume); Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset; Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
if (!playOnStart)
{
Stop(0); Stop(0);
}
SetCurrentEventToClosest(0); SetCurrentEventToClosest(0);
if (Beatmap.entities.Count >= 1) if (Beatmap.entities.Count >= 1)
@ -319,8 +317,6 @@ namespace HeavenStudio
private void Update() private void Update()
{ {
PlayerInput.UpdateInputControllers();
if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
return; return;
if (!Conductor.instance.isPlaying) if (!Conductor.instance.isPlaying)
@ -433,9 +429,13 @@ namespace HeavenStudio
#region Play Events #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; canInput = true;
if (!paused)
{
inputOffsetSamples.Clear(); inputOffsetSamples.Clear();
averageInputOffset = 0; averageInputOffset = 0;
@ -450,27 +450,31 @@ namespace HeavenStudio
GoForAPerfect.instance.Disable(); GoForAPerfect.instance.Disable();
SectionMedalsManager.instance.Reset(); SectionMedalsManager.instance.Reset();
clearedSections.Clear();
}
StartCoroutine(PlayCo(beat)); StartCoroutine(PlayCo(beat, delay));
onBeatChanged?.Invoke(beat); 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; bool paused = Conductor.instance.isPaused;
Conductor.instance.Play(beat);
if (paused)
{
Util.Jukebox.UnpauseOneShots();
}
else
{
Conductor.instance.SetBpm(Beatmap.bpm); Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume); Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset; Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Conductor.instance.Play(beat);
if (!paused)
{
SetCurrentEventToClosest(beat); SetCurrentEventToClosest(beat);
}
KillAllSounds(); KillAllSounds();
}
Minigame miniGame = currentGameO.GetComponent<Minigame>(); Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null) if (miniGame != null)
@ -480,11 +484,16 @@ namespace HeavenStudio
public void Pause() public void Pause()
{ {
Conductor.instance.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); Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat); SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat); onBeatChanged?.Invoke(beat);
@ -496,13 +505,40 @@ namespace HeavenStudio
GoForAPerfect.instance.Disable(); GoForAPerfect.instance.Disable();
SectionMedalsManager.instance.OnRemixEnd(); 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($"Average input offset for playthrough: {averageInputOffset}ms");
Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}"); Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");
Debug.Log($"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) 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() public void KillAllSounds()
@ -671,7 +707,7 @@ namespace HeavenStudio
{ {
if(flash == true) if(flash == true)
{ {
this.GetComponent<SpriteRenderer>().enabled = true; HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
} }
SetGame(game); SetGame(game);
@ -680,9 +716,10 @@ namespace HeavenStudio
if (miniGame != null) if (miniGame != null)
miniGame.OnGameSwitch(beat); miniGame.OnGameSwitch(beat);
//TODO: wait time in beats instead of seconds
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
this.GetComponent<SpriteRenderer>().enabled = false; HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
} }
private void SetGame(string game) private void SetGame(string game)

View file

@ -8,7 +8,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_BlueBear namespace HeavenStudio.Games.Scripts_BlueBear
{ {
public class Treat : PlayerActionObject public class Treat : MonoBehaviour
{ {
const float rotSpeed = 360f; const float rotSpeed = 360f;

View file

@ -6,7 +6,7 @@ using System;
namespace HeavenStudio.Games.Scripts_BuiltToScaleDS namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
{ {
using HeavenStudio.Util; using HeavenStudio.Util;
public class Blocks : PlayerActionObject public class Blocks : MonoBehaviour
{ {
public float createBeat; public float createBeat;
public float createLength; public float createLength;

View file

@ -7,7 +7,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_CatchyTune namespace HeavenStudio.Games.Scripts_CatchyTune
{ {
public class Fruit : PlayerActionObject public class Fruit : MonoBehaviour
{ {
public bool isPineapple; public bool isPineapple;

View file

@ -6,7 +6,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ClappyTrio namespace HeavenStudio.Games.Scripts_ClappyTrio
{ {
public class ClappyTrioPlayer : PlayerActionObject public class ClappyTrioPlayer : MonoBehaviour
{ {
ClappyTrio game; ClappyTrio game;
private float lastClapBeat; private float lastClapBeat;

View file

@ -6,7 +6,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_CropStomp namespace HeavenStudio.Games.Scripts_CropStomp
{ {
public class Farmer : PlayerActionObject public class Farmer : MonoBehaviour
{ {
public float nextStompBeat; public float nextStompBeat;

View file

@ -8,7 +8,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_CropStomp namespace HeavenStudio.Games.Scripts_CropStomp
{ {
public class Veggie : PlayerActionObject public class Veggie : MonoBehaviour
{ {
static float pickedRotationSpeed = -1080f; static float pickedRotationSpeed = -1080f;

View file

@ -9,7 +9,7 @@ using Starpelly;
namespace HeavenStudio.Games.Scripts_DJSchool namespace HeavenStudio.Games.Scripts_DJSchool
{ {
public class Student : PlayerActionObject public class Student : MonoBehaviour
{ {
public Animator anim; public Animator anim;
public static bool soundFX; public static bool soundFX;

View file

@ -8,7 +8,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DogNinja namespace HeavenStudio.Games.Scripts_DogNinja
{ {
public class SpawnHalves : PlayerActionObject public class SpawnHalves : MonoBehaviour
{ {
public float startBeat; public float startBeat;
public Vector3 objPos; public Vector3 objPos;

View file

@ -8,7 +8,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DogNinja namespace HeavenStudio.Games.Scripts_DogNinja
{ {
public class ThrowObject : PlayerActionObject public class ThrowObject : MonoBehaviour
{ {
public float startBeat; public float startBeat;
public int type; public int type;

View file

@ -6,7 +6,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DrummingPractice namespace HeavenStudio.Games.Scripts_DrummingPractice
{ {
public class DrummerHit : PlayerActionObject public class DrummerHit : MonoBehaviour
{ {
DrummingPractice game; DrummingPractice game;
public float startBeat; public float startBeat;

View file

@ -9,7 +9,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_FanClub namespace HeavenStudio.Games.Scripts_FanClub
{ {
public class NtrIdolFan : PlayerActionObject public class NtrIdolFan : MonoBehaviour
{ {
[Header("References")] [Header("References")]
[SerializeField] private GameObject motionRoot; [SerializeField] private GameObject motionRoot;

View file

@ -6,7 +6,7 @@ using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Fireworks namespace HeavenStudio.Games.Scripts_Fireworks
{ {
public class FireworksBomb : PlayerActionObject public class FireworksBomb : MonoBehaviour
{ {
public BezierCurve3D curve; public BezierCurve3D curve;
public bool applause; public bool applause;

View file

@ -6,7 +6,7 @@ using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Fireworks namespace HeavenStudio.Games.Scripts_Fireworks
{ {
public class Rocket : PlayerActionObject public class Rocket : MonoBehaviour
{ {
[SerializeField] ParticleSystem particleBarelyEffect; [SerializeField] ParticleSystem particleBarelyEffect;
[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>(); [SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();

View file

@ -8,7 +8,7 @@ using Starpelly;
namespace HeavenStudio.Games.Scripts_FirstContact namespace HeavenStudio.Games.Scripts_FirstContact
{ {
public class Translator : PlayerActionObject public class Translator : MonoBehaviour
{ {
public Animator anim; public Animator anim;

View file

@ -8,7 +8,7 @@ using DG.Tweening;
namespace HeavenStudio.Games.Scripts_ForkLifter namespace HeavenStudio.Games.Scripts_ForkLifter
{ {
public class Pea : PlayerActionObject public class Pea : MonoBehaviour
{ {
ForkLifter game; ForkLifter game;
private Animator anim; private Animator anim;

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