mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
caf7d9465f
* 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
124 lines
No EOL
4 KiB
C#
124 lines
No EOL
4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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namespace HeavenStudio.Common
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{
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public class SkillStarManager : MonoBehaviour
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{
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public enum StarState
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{
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None,
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In,
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Collected,
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Out
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}
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public static SkillStarManager instance { get; private set; }
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[SerializeField] private Animator starAnim;
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[SerializeField] private ParticleSystem starParticle;
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public float StarTargetTime { get { return starStart + starLength; } }
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public bool IsEligible { get; private set; }
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public bool IsCollected { get { return state == StarState.Collected; } }
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float starStart = float.MaxValue;
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float starLength = float.MaxValue;
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StarState state = StarState.None;
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Conductor cond;
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// Start is called before the first frame update
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public void Start()
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{
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cond = Conductor.instance;
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instance = this;
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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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if (cond.songPositionInBeatsAsDouble > starStart && state == StarState.In)
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{
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double offset = cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime));
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if (cond.songPositionInBeatsAsDouble <= starStart + starLength + offset)
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starAnim.DoScaledAnimation("StarIn", starStart, starLength + (float)offset);
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else
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starAnim.Play("StarIn", -1, 1f);
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offset = cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime));
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if (cond.songPositionInBeatsAsDouble > starStart + starLength + offset)
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KillStar();
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}
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}
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public void DoStarPreview()
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{
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if (starAnim == null) return;
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starAnim.Play("StarJust", -1, 0.5f);
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starAnim.speed = 0f;
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}
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public void ResetStarPreview()
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{
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if (starAnim == null) return;
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starAnim.Play("NoPose", -1, 0f);
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starAnim.speed = 1f;
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}
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public void Reset()
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{
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IsEligible = false;
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cond = Conductor.instance;
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state = StarState.None;
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starAnim.Play("NoPose", -1, 0f);
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starAnim.speed = 1f;
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starStart = float.MaxValue;
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starLength = float.MaxValue;
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}
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public void DoStarIn(float beat, float length)
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{
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if (!OverlaysManager.OverlaysEnabled) return;
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IsEligible = true;
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state = StarState.In;
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starStart = beat;
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starLength = length;
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TimingAccuracyDisplay.instance.StartStarFlash();
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starAnim.DoScaledAnimation("StarIn", beat, length);
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}
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public bool DoStarJust()
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{
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if (state == StarState.In &&
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cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime)) &&
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cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime))
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)
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{
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state = StarState.Collected;
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starAnim.Play("StarJust", -1, 0f);
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starParticle.Play();
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Jukebox.PlayOneShot("skillStar");
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TimingAccuracyDisplay.instance.StopStarFlash();
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return true;
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}
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return false;
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}
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public void KillStar()
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{
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if (state == StarState.In && cond.songPositionInBeatsAsDouble >= starStart + starLength*0.5f || !cond.isPlaying)
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{
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IsEligible = false;
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state = StarState.Out;
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starAnim.Play("NoPose", -1, 0f);
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TimingAccuracyDisplay.instance.StopStarFlash();
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}
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}
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}
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} |