last of the assetbundle definitions

fix input scheduling not taking into account what minigame is actually active at the target time
fix input disable and autoplay jank
prep "friendly program name" define
title screen adjustments
remove bread2unity
This commit is contained in:
minenice55 2024-01-14 02:18:46 -05:00
parent dde462caed
commit 60b66e3ae2
92 changed files with 354 additions and 819 deletions

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@ -1,8 +0,0 @@
fileFormatVersion: 2
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folderAsset: yes
DefaultImporter:
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userData:
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@ -1,65 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class BCCAD : IDataModel
{
public BCCAD Read(byte[] bytes)
{
sheetW = BitConverter.ToUInt16(bytes, 4);
sheetH = BitConverter.ToUInt16(bytes, 6);
// int max = (bytes[8] * 2) + 12;
int max = 64 * bytes[8] + 12;
// note this doesn't account for empty sprites, but I'll get there when i get there
for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
{
ISprite spriteParts_ = new ISprite();
int compare = 0;
for (int j = 0; j < bytes[i]; j++)
{
int ind = i + 4 + (64 * j);
ISpritePart part = new ISpritePart();
part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
part.posX = BitConverter.ToInt16(bytes, ind + 8);
part.posY = BitConverter.ToInt16(bytes, ind + 10);
part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
part.rotation = BitConverter.ToSingle(bytes, ind + 16);
part.flipX = bytes[ind + 18] != (byte)0;
part.flipY = bytes[ind + 20] != (byte)0;
// im sure the values between 20 and 28 are important so remind me to come back to these
part.opacity = bytes[ind + 28];
Debug.Log("offset: " + ind + ", val: " + part.regionX);
spriteParts_.parts.Add(part);
compare += 64;
}
sprites.Add(spriteParts_);
i += compare;
}
return new BCCAD()
{
};
}
/// sprites length bytes start = 12
}
}

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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,55 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using Starpelly;
namespace Bread2Unity
{
public class Bread2Unity : EditorWindow
{
public const string editorFolderName = "bread2unity";
[MenuItem("Tools/bread2unity")]
public static void ShowWindow()
{
EditorWindow.GetWindow<Bread2Unity>("bread2unity");
}
public void OnGUI()
{
Texture logo = (Texture)AssetDatabase.LoadAssetAtPath($"Assets/Editor/{editorFolderName}/logo.png", typeof(Texture));
GUILayout.Box(logo, new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(60) });
GUILayout.Space(30);
GUIStyle desc = EditorStyles.label;
desc.wordWrap = true;
desc.fontStyle = FontStyle.BoldAndItalic;
GUILayout.Box("bread2unity is a tool built with the purpose of converting RH Megamix and Fever animations to unity. And to generally speed up development by a lot." +
"\nCreated by Starpelly.", desc);
GUILayout.Space(120);
if (GUILayout.Button("Test"))
{
string path = EditorUtility.OpenFilePanel("Open BCCAD File", null, "bccad");
if (path.Length != 0)
{
var fileContent = File.ReadAllBytes(path);
new BCCAD().Read(fileContent);
}
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Bread Download", GUILayout.Height(40)))
{
Application.OpenURL("https://github.com/rhmodding/bread");
}
GUILayout.EndHorizontal();
}
}
}

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Apache License
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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class IAnimation
{
public List<IAnimationStep> steps;
}
public class IAnimationStep
{
public ushort spriteIndex;
public ushort delay;
public float stretchX;
public float stretchY;
public float rotation;
public byte opacity;
}
}

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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class IDataModel
{
public List<ISprite> sprites = new List<ISprite>();
public List<IAnimation> animations = new List<IAnimation>();
public int sheetW;
public int sheetH;
}
}

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@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class ISprite
{
public List<ISpritePart> parts = new List<ISpritePart>();
}
public class ISpritePart
{
public ushort regionX;
public ushort regionY;
public ushort regionW;
public ushort regionH;
public short posX;
public short posY;
public float stretchX;
public float stretchY;
public float rotation;
public bool flipX;
public bool flipY;
public byte opacity;
}
}

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# bread2unity
Rhythm Heaven animation to Unity animation converter

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View file

@ -336,6 +336,10 @@ namespace HeavenStudio
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true)
{
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
if (weight > 0 && MarkerWeight > 0)
{
totalInputs += weight * MarkerWeight;
@ -361,10 +365,6 @@ namespace HeavenStudio
if (SkillStarManager.instance.DoStarJust())
skillStarCollected = true;
}
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
}
public void DoSectionCompletion(double beat, bool clear, string name, double score)
@ -1121,6 +1121,7 @@ namespace HeavenStudio
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
{
_currentMinigame = minigame;
minigame.minigameName = game;
}
Vector3 originalScale = currentGameO.transform.localScale;
currentGameO.transform.parent = eventCaller.GamesHolder.transform;

View file

@ -7,6 +7,7 @@ using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using System;
using System.Linq;
using Jukebox;
namespace HeavenStudio.Games
{
@ -24,6 +25,8 @@ namespace HeavenStudio.Games
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
[NonSerialized] public string minigameName;
#region Premade Input Actions
protected const int IAEmptyCat = -1;
protected const int IAPressCat = 0;
@ -125,6 +128,11 @@ namespace HeavenStudio.Games
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
// List<RiqEntity> gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame");
// if (gameSwitches != null && gameSwitches[^1].datamodel.Split("/")[1] != gameObject.name)
// {
// return null;
// }
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
@ -145,6 +153,8 @@ namespace HeavenStudio.Games
evt.transform.parent = this.transform.parent;
evt.minigame = minigameName;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
@ -161,6 +171,7 @@ namespace HeavenStudio.Games
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
evt.minigame = minigameName;
return evt;
}
@ -174,82 +185,7 @@ namespace HeavenStudio.Games
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
return evt;
}
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer));
evtObj.AddComponent<PlayerActionEvent>();
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.inputType = inputType;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
evt.minigame = minigameName;
return evt;
}
@ -401,18 +337,6 @@ namespace HeavenStudio.Games
public virtual void OnGameSwitch(double beat)
{
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(RiqEntity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()

View file

@ -32,6 +32,7 @@ namespace HeavenStudio.Games
public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
public bool triggersAutoplay = true;
public string minigame;
bool lockedByEvent = false;
bool markForDeletion = false;
@ -89,15 +90,17 @@ namespace HeavenStudio.Games
public void Update()
{
Conductor cond = Conductor.instance;
GameManager gm = GameManager.instance;
if (markForDeletion) CleanUp();
if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
if (noAutoplay && autoplayOnly) autoplayOnly = false;
if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
if (!enabled) return;
if (minigame != GameManager.instance.currentGame) return;
double normalizedTime = GetNormalizedTime();
if (GameManager.instance.autoplay)
if (gm.autoplay && gm.canInput)
{
AutoplayInput(normalizedTime);
return;
@ -179,7 +182,7 @@ namespace HeavenStudio.Games
private void AutoplayInput(double normalizedTime, bool autoPlay = false)
{
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
{
AutoplayEvent();
if (!autoPlay)
@ -191,6 +194,7 @@ namespace HeavenStudio.Games
private void TimelineAutoplay()
{
if (Editor.Editor.instance == null) return;
if (!GameManager.instance.canInput) return;
if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen)
{
Editor.Track.Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
@ -223,6 +227,11 @@ namespace HeavenStudio.Games
//For the Autoplay
public void AutoplayEvent()
{
if (!GameManager.instance.canInput)
{
CleanUp();
return;
}
if (EnableAutoplayCheat)
{
Hit(0f, 1f);
@ -238,6 +247,7 @@ namespace HeavenStudio.Games
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
public void Hit(double state, double time)
{
GameManager gm = GameManager.instance;
if (OnHit != null && enabled)
{
if (canHit)
@ -246,12 +256,15 @@ namespace HeavenStudio.Games
pitchWhenHit = Conductor.instance.SongPitch;
double normalized = time - 1f;
int offset = Mathf.CeilToInt((float)normalized * 1000);
GameManager.instance.AvgInputOffset = offset;
if (gm.canInput)
{
gm.AvgInputOffset = offset;
}
state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible)
{
GameManager.instance.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
if (state >= 1f || state <= -1f)
{
GoForAPerfect.instance.Miss();
@ -319,15 +332,16 @@ namespace HeavenStudio.Games
public void Miss()
{
GameManager gm = GameManager.instance;
CleanUp();
if (OnMiss != null && enabled && !autoplayOnly)
{
OnMiss(this);
}
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly))
{
GameManager.instance.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}

View file

@ -285,7 +285,11 @@ namespace HeavenStudio.Games.Loaders
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
}
},
});
},
new List<string>() { "ntr", "repeat" },
"ntrrockers", "en",
new List<string>() { "en" }
);
}
}
}

View file

@ -72,7 +72,11 @@ namespace HeavenStudio.Games.Loaders
new Param("amount", new EntityTypes.Integer(3, 5, 3), "Amount")
}
}
});
},
new List<string>() { "ntr", "normal" },
"ntrdiving", "en",
new List<string>() { "en" }
);
}
}
}

View file

@ -103,7 +103,7 @@ namespace HeavenStudio.Games.Loaders
},
},
new List<string>() {"agb", "normal"},
"agbtoss", "en",
"agbtoss", "jp",
new List<string>() {}
);
}

View file

@ -68,7 +68,10 @@ namespace HeavenStudio.Games.Loaders
new Param("ease", EasingFunction.Ease.Linear, "Ease")
}
}
}
},
new List<string>() {"agb", "normal"},
"agbtrampoline", "jp",
new List<string>() {}
);
}
}

View file

@ -37,6 +37,7 @@ namespace HeavenStudio
public static string PlayOpenFile = null;
public static string buildTime = "00/00/0000 00:00:00";
public static string friendlyReleaseName = "Heaven Studio (1.0 Lush)";
public static bool HasShutDown = false;
public static bool discordDuringTesting = false;
@ -127,12 +128,15 @@ namespace HeavenStudio
}
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
PlayerInput.InitInputControllers();
#if UNITY_EDITOR
#if HEAVENSTUDIO_PROD
Starpelly.OS.ChangeWindowTitle("Heaven Studio");
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#elif UNITY_EDITOR
Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR ");
buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}

View file

@ -108,8 +108,11 @@ namespace HeavenStudio.Editor
AddIcon(minigame);
UpdateEditorStatus(true);
#if HEAVENSTUDIO_PROD
BuildDateDisplay.text = GlobalGameManager.friendlyReleaseName;
#else
BuildDateDisplay.text = GlobalGameManager.buildTime;
#endif
isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable;
isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable;
GameManager.instance.CursorCam.enabled = isCursorEnabled;

View file

@ -936,6 +936,7 @@ namespace HeavenStudio.Editor.Track
{
Selections.instance.ClickSelect(marker);
marker.moving = true;
marker.entity.beat = Mathf.Max(MousePos2BeatSnap, 0);
}
else
{

View file

@ -44,6 +44,7 @@ namespace HeavenStudio
[SerializeField] private GameObject playPanel;
[SerializeField] private TMP_Text chartTitleText;
[SerializeField] private TMP_Text chartMapperText;
[SerializeField] private TMP_Text chartIdolText;
[SerializeField] private TMP_Text chartDescText;
[SerializeField] private TMP_Text chartStyleText;
@ -51,6 +52,7 @@ namespace HeavenStudio
[SerializeField] private Selectable defaultSelectable;
[SerializeField] private RectTransform selectedDisplayRect;
[SerializeField] private GameObject selectedDisplayIcon;
[SerializeField] private GameObject[] otherHiddenOnMouse;
private AudioSource musicSource;
@ -91,7 +93,9 @@ namespace HeavenStudio
selectedDisplayAnim = anim;
}
#if UNITY_EDITOR
#if HEAVENSTUDIO_PROD
versionText.text = GlobalGameManager.friendlyReleaseName;
#elif UNITY_EDITOR
versionText.text = "EDITOR";
#else
versionText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
@ -163,6 +167,10 @@ namespace HeavenStudio
PlayerInput.CurrentControlStyle = nextController.GetDefaultStyle();
usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch;
selectedDisplayIcon.SetActive(!usingMouse);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(!usingMouse);
}
if ((lastController as InputJoyshock) != null)
{
@ -300,6 +308,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
}
currentSelectable.GetComponent<Button>()?.onClick.Invoke();
}
@ -311,6 +323,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnUp();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -329,6 +345,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnDown();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -347,6 +367,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnLeft();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -365,6 +389,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnRight();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -388,6 +416,10 @@ namespace HeavenStudio
mouseSelectable = selectable;
usingMouse = true;
selectedDisplayIcon.SetActive(false);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(false);
}
}
if (currentSelectable != selectable && usingMouse)
{
@ -490,6 +522,7 @@ namespace HeavenStudio
chartTitleText.text = beatmap["remixtitle"];
chartMapperText.text = beatmap["remixauthor"];
chartDescText.text = beatmap["remixdesc"];
chartIdolText.text = "♪ " + beatmap["idolcredit"];
chartStyleText.text = $"Recommended Control Style: {beatmap["playstyle"].ToString()}";
playPanel.SetActive(true);
@ -524,10 +557,15 @@ namespace HeavenStudio
public void SocialsPressed()
{
snsRevealed = true;
snsVersionText.text = GlobalGameManager.buildTime;
snsPanel.SetActive(true);
// snsRevealed = true;
// #if HEAVENSTUDIO_PROD
// snsVersionText.text = GlobalGameManager.friendlyReleaseName;
// #else
// snsVersionText.text = GlobalGameManager.buildTime;
// #endif
// snsPanel.SetActive(true);
SoundByte.PlayOneShot("ui/UISelect");
Application.OpenURL("https://github.com/RHeavenStudio/HeavenStudio");
// show a panel with our SNS links
}

View file

@ -11,8 +11,6 @@
[![License: GPL v3](https://img.shields.io/badge/License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
[YouTube Channel](https://www.youtube.com/channel/UCAb3R-5qyXWOEj8B4vibhxQ)
[itch.io Page](https://rheavenstudio.itch.io/heaven-studio)
[Documentation](https://rheavenstudio.github.io/)