mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
d5ae99d8ba
* 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
54 lines
No EOL
1.8 KiB
C#
54 lines
No EOL
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using HeavenStudio.Editor;
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namespace HeavenStudio.Common
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{
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public class ChartSectionDisplay : MonoBehaviour
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{
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[SerializeField] private TMP_Text SectionText;
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[SerializeField] private Slider SectionProgress;
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// Start is called before the first frame update
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void Start()
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{
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GameManager.instance.onSectionChange += OnSectionChange;
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GameManager.instance.onBeatChanged += OnBeatChanged;
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gameObject.SetActive(GameManager.instance.currentSection != null);
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}
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// Update is called once per frame
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void Update()
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{
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SectionProgress.value = GameManager.instance.sectionProgress;
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}
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public void OnBeatChanged(float beat)
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{
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gameObject.SetActive(GameManager.instance.currentSection != null);
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SectionProgress.value = GameManager.instance.sectionProgress;
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}
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public void OnSectionChange(DynamicBeatmap.ChartSection section)
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{
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if (section != null)
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{
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gameObject.SetActive(true);
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SectionText.text = section.sectionName;
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SectionProgress.value = GameManager.instance.sectionProgress;
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if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
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if (!OverlaysManager.OverlaysEnabled) return;
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if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
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{
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GoForAPerfect.instance.Enable(section.beat);
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}
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}
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}
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}
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} |