HeavenStudioPlus/Assets/GUIWindows/Scripts/GUIWindowHandle.cs
Rapandrasmus dd24a96338 Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

281 lines
No EOL
6.4 KiB
C#

using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle pull handles to expand the windows
/// </summary>
public class GUIWindowHandle : GUIPointerObject
{
/// <summary>
/// Window to apply pull effect to
/// </summary>
[Tooltip("Window to apply pull effect to")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Handle is locked and unusable
/// </summary>
[Tooltip("Handle is locked and unusable")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Minimum width parent window can be set to
/// </summary>
[Tooltip("Minimum width parent window can be set to")]
[SerializeField] private float minWidth = 50;
/// <summary>
/// Minimum height parent window can be set to
/// </summary>
[Tooltip("Minimum height parent window can be set to")]
[SerializeField] private float minHeight = 50;
/// <summary>
/// Sprite to show for cursor when this handle is highlighted
/// </summary>
[Tooltip("Sprite to show for cursor when this handle is highlighted")]
[SerializeField] private Texture2D cursor = null;
/// <summary>
/// Directional axis to pull window with this handle
/// </summary>
[Tooltip("Directional axis to pull window with this handle")]
[SerializeField] private Axis axis = Axis.Horizontal;
/// <summary>
/// Fired when user pulls on the handle
/// </summary>
public UnityEvent onWindowPulled = null;
Direction direction;
private bool isGrabbed = false;
private Vector2 initialMousePos;
private Vector2 initialSize;
private Vector2 initialPivot;
void Start()
{
//register to pointer events
onPointerDown.AddListener(SetIsGrabbed);
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
onPointerEnter.AddListener(ShowCursor);
onPointerExit.AddListener(ResetCursor);
// find what direction we're pulling with this handle
switch (axis)
{
case Axis.Horizontal:
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.Right;
}
else
{
direction = Direction.Left;
}
break;
case Axis.Vertical:
if (transform.position.y > parentWindow.position.y)
{
direction = Direction.Up;
}
else
{
direction = Direction.Down;
}
break;
case Axis.Diagonal:
if (transform.position.y > parentWindow.position.y)
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.UpRight;
}
else
{
direction = Direction.UpLeft;
}
}
else
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.DownRight;
}
else
{
direction = Direction.DownLeft;
}
}
break;
}
}
void Update()
{
if (!isGrabbed)
return;
if (Input.GetMouseButtonUp(0))
{
isGrabbed = false;
parentWindow.SetPivot(initialPivot);
if (onWindowPulled != null)
{
onWindowPulled.Invoke();
}
return;
}
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
Vector2 mouseDelta = Vector2.Scale((Vector2)anchoredPosition - initialMousePos, scaleOffset) * 0.5f;
Vector2 size = initialSize;
switch (direction)
{
case Direction.Up:
size += new Vector2(0, mouseDelta.y);
break;
case Direction.Down:
size -= new Vector2(0, mouseDelta.y);
break;
case Direction.Left:
size -= new Vector2(mouseDelta.x, 0);
break;
case Direction.Right:
size += new Vector2(mouseDelta.x, 0);
break;
case Direction.UpRight:
size += new Vector2(mouseDelta.x, mouseDelta.y);
break;
case Direction.UpLeft:
size += new Vector2(-mouseDelta.x, mouseDelta.y);
break;
case Direction.DownRight:
size += new Vector2(mouseDelta.x, -mouseDelta.y);
break;
case Direction.DownLeft:
size += new Vector2(-mouseDelta.x, -mouseDelta.y);
break;
}
// Keep Window within minimum size
if (size.x < minWidth || size.y < minHeight)
{
Vector2 newsize = size;
if (size.x < minWidth)
{
newsize.x = minWidth;
}
if (size.y < minHeight)
{
newsize.y = minHeight;
}
parentWindow.sizeDelta = newsize;
return;
}
// set position & size
parentWindow.sizeDelta = size;
}
/// <summary>
/// Toggle interactivity of handle
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Trigger that this handle has been grabbed
/// </summary>
public void SetIsGrabbed()
{
if (isLocked) return;
isGrabbed = true;
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
initialMousePos = anchoredPosition;
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;
// Set Pivot to correct value based on direction so we don't need to offset movement
switch (direction)
{
case Direction.Up:
parentWindow.SetPivot(new Vector2(0.5f, 0));
break;
case Direction.Down:
parentWindow.SetPivot(new Vector2(0.5f, 1));
break;
case Direction.Left:
parentWindow.SetPivot(new Vector2(1, 0.5f));
break;
case Direction.Right:
parentWindow.SetPivot(new Vector2(0, 0.5f));
break;
case Direction.UpRight:
parentWindow.SetPivot(new Vector2(0, 0));
break;
case Direction.UpLeft:
parentWindow.SetPivot(new Vector2(1, 0));
break;
case Direction.DownRight:
parentWindow.SetPivot(new Vector2(0, 1));
break;
case Direction.DownLeft:
parentWindow.SetPivot(new Vector2(1, 1));
break;
}
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Show the changed cursor when this handle is highlighted
/// </summary>
public void ShowCursor()
{
if (!isLocked && cursor != null)
{
Cursor.SetCursor(cursor, new Vector2(16, 16), CursorMode.Auto);
}
}
/// <summary>
/// Return the cursor to the default state
/// </summary>
public void ResetCursor()
{
if (cursor != null)
{
Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
}
}
private enum Axis
{
Horizontal,
Vertical,
Diagonal
}
private enum Direction
{
Up,
Down,
Left,
Right,
UpLeft,
UpRight,
DownLeft,
DownRight
}
}
}